255,388 Commits over 3,990 Days - 2.67cph!
[D11] [UI] Fixed small button icon on loading screen (again).
[D11] [UI] Enabled Controller Speaker ConVar setting in Options menu.
[D11][Tutorial] Merge #
34652 d11_console_version
Reduced external wall and gate crafting time
Minor performance fix for CanSeeATarget
Giving AI a brief vision boost when they get to the place they last saw a target, letting them see in all directions. Bit of a hack, but makes them look less dumb and is easier than having them actually look around.
[D11] Helicopter controls for pitch/roll on right stick - fix broken weapons being able to fire
Merge from d11_console_version
Made characters within 10m of a cop always audible to them. Helps them see better without being omniscient.
Got permanently stuck working as it should
Better fix for stuck detection bug where the AI would get stuck in the stuck state, but this breaks being permanently stuck now. Need to fix that too.
NPC behaviour, stuck detection and vision edits
Fixed possible exception on Stage_Song setup
Fixed settings page UI order
Reverted text replacements temporarily
Drug dealer character type + NPC vision stat edits etc
Set character type ID always in OnValidate, to make sure copies of existing types end up with unique values.
faster right click looting
m39 recoil reduction
first person tracers appear smaller when zoomed in
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QOL changes for easier testing, tightened up movement slightly, UI script/go, testing scene
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update terrain cave shader system, simplified pieces merge, WIP terrain camera stuff
merge
Add BasePlayerModel to engine addon (generic enough to use across addons)
HumanPlayer in engine addon handles spawning of player model
Also have HumanPlayer handle updating of player model
Add custom binds cfg for sandbox gamemode
[D11] [Audio] Fix UI Inventory ticks when rotating character
[D11] [Audio] Fix UI Inventory ticks when rotating character
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Use HTML over DHTML for ToS and Privacy Policy popups
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[d11][Audio] Added new UI sounds and updated compression settings.
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[D11][Tutorial] Fix for issue #1774, fixed objective UI sorting order
[D11][Tutorial] Restarting the tutorial no longer skips the setup step
[D11] #1830, remove the named grab pass, this could worsen performance in game but in practice it doesn't because the engine batches blurred icons together, so no extra grab passes are added by doing this, although that batching is somewhat suspect and not technically right. Anyway, a few more grab passes would be fine in the frontend, and the in-game blurring will eventually be done completely differently to this, so it doesn't matter too much.
Sorting out ECS rendering stuff.
[D11] [UI] Added audio listener to "Frontend Camera" (was spamming output log about "no audio listeners in the scene").
[D11] [UI] ClientInput now returns at the start of the function block if the loading screen is open (ignore all input while loading).
[D11] Merge into main from audio branch
[D11] [UI] Removed Combat Tip "HOLD [R1/RB] to switch between ammo types." and changed Building Tip "Rotate deployables before placing them by pressing [RB/R1]." to "Rotate deployables before placing them by pressing [Y/Triangle].".
[D11][Tutorial] Unlocked tutorial/quick practice buttons in front end menu
[D11][Tutorial] Shutdown fix