243,014 Commits over 3,867 Days - 2.62cph!
Added a new QuickMove path for Industrial conveyors, bypasses having to create a SplitItem (and the associated GC)
Should also reduce general item churn issues as the most common conveyor scenario (moving some items from one stack to another) will no longer involve making a new item
Should be no gameplay difference
Added a metal detector mission objective
Added hinges to the van doors
Both flamethrowers with viewmodelrenderers and effect parents setup
Backport more shadowcache code from cs2, start adapting lightbinner for new layout
Match import fbx offsets exactly
First pass on dedicated vm animator handling script for sks
Uses new IViewmodelComponent interface, will probably come in handy in the future
Marked ScaleBySpeed as IClientComponent, fixes it running pointlessly on the server as it's only used for visual effects (0.15ms a frame in recent profiler snapshot!)
Cleaned up RealmedRemove components on SImpleShark and boogieboard.deployed, all other instances of ScaleBySpeed were correctly being removed on the server
Marked TriggerPlayerTimer as IServerComponent, it's only used on the boogie board server side
Wrap player input around IsLocallyControlled
Code refactor, start working on pawn possession (so we can do networked spectators later)
Properly aligned sharp coastal cliffs
Medium cliff variant test
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Merge from mission_improvements_may_24
Fixed escape key not working anywhere
viewmodel updates inc bolt states & triggers
- Rearranged and updated prefabs, separated meshes and made doors separate, updated LODs and colliders
.gitignore update, case sens changes
Adjust recoil system to be more sane
Add some UI components back, start on ammo hud. Default map facepunch.prison
Reflect real ammo counts, fixed MP5 ammo container
Fix node graph comment not saving position after resize
Switch asset warmup to use the existing Timing class
Hook Timing events and send to Azure inside performance analytics (so we can assossiate load times -> hardware)
Fixes
Fix input to work on the controller
GameObjectControlWidget: allow opening prefabs in editor
Merge from unity_2022.3.24
Fixed a bunch of places in PlayerWalkMovement setting Rigidbody.velocity without checking isKinematic
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More fucking around with Unity.AI.Navigation
Link.IsNestedInput
ActionGraph delegates can override input values
Removed some bullshit files, compile fix
Analytics for asset warmup & prefab warmup
Maybe fix hostile UI sometimes not showing if you're inside a safe zone
merge from fix_ammo_unload_drop
merge from fix_pickafriend_dark_colors
merge from fix_broken_minigun_delete_ammo
merge from fix_place_foundation_under_floor/roof
merge from reduce_server_tags/compact
merge from tutorial_terrain_splat_issues
Fix index out of range sometimes when clicking on the clan announcement textbox for editing
Fix clicking on the clan announcement textbox not being able to put the caret right at the end of the text
New Hair + Space Suit LODs
Citizen: convert the remaining 'Walk2X' sequences to source the new WalkFast clips
Fix horses occassionally being hit twice by bullets & dealing an extra +50% damage to them
- raised density to 100 = no bullet penetration
Citizen/animgraph: added WalkFast_SE & WalkFast_SW + updated animgraph
Ported over a bunch of pathing code from Bradley
Swapped wheelbase to that of a Ford Transit :O
Use interfaces instead of attributes
Unused GameObject.PreRender
Component.OnStart works on components that don't implement OnUpdate
Added Ackermann steering to target
Client IO lines parenting (missed some files)