243,047 Commits over 3,898 Days - 2.60cph!
Use a mono mix buffer without volume scale to process lipsync, allows sound with zero volume to still drive lipsync
Fix concave shapes not combining friction and restitution
Consolidated a bunch of localization strings, several mission objectives had descriptions with the same english text but different keys
Update lumberjack harvest wood description string to use a new localization key and adjusted text to not mention the required count (as we add that dynamically now)
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Subtract
95838 - was meant to be on a sub branch
Fix checking cooldown incorrectly
Fix quota convar overflowing int by casting convar to long before calculation
Move culled lights list for shadow culling to lightbinner rather than shadowcache, lightbinners are guaranteed to be per view (first order, first served though), this lets multiview work for culled lights
https://i.imgur.com/JwxhgOJ.png
narrow pieces and better file naming
Fixed laser shooting sound path
Fix paths, temporarily copy sbproj
Load from manifest, un-hardcode paths
Control player colors from PlayerManager instead of multiple times in multiple places
Initial standalone build wizard
Standalone player exe
Export into `data\`
Copy all the stuff we want from core, base, citizen, bin
Application.IsStandalone, don't try to load menu project if standalone
Add HealthComponent.LifeState, add ILifeStateListener, add ability for players to die (soft death, disable renderer, collision, input)
Get rid of player's extra box collider
Allow vending machine to be rotated 90 degrees
Projectile collision event, projectile damage, health component
Move ActionGraphExtensions to its own file
First pass at multiple ActionGraph tabs per editor window
Paint highlight outline on players instead of tinting them
Fixed storage monitor not taking into account partial stack changes
Merge from main -> harmony2_3
Fix backpacks being dropped onto ground inside safezone when you die and being lootable instead of staying on the player's corpse
code now needs to be in Code subfolder, assets need to be in Assets subfolder (hard coded and removed option to change)
Editor and UnitTest folders should be in the root of the project
merge from effects_pooling_warmup
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Straighten road next to roadside monuments
ActionGraph: Fixed dragging out a signal reroute node
Yield in RenderThumbnailAsync to avoid Qt errors/crashes
Fix trying to create layout in MixerDetail when a layout already exists
ActionGraph: clear properties panel when selected node is deleted
Yield in RenderThumbnailAsync to avoid Qt errors/crashes
Fix trying to create layout in MixerDetail when a layout already exists
Remove unused args
Create libraries folder
Libraries basics
player update. exported/setup 3p thompson weapon anim set
Scene ref gizmo: only use weak references to graph elements
So references from deleted graphs will hide
Minor: Init variables used in IMaterial functions
Unhide sv_maxunlag convar
Minor adjustments to server browser filter UI
You can now click the filter text to tick the checkboxes
Fixed industrial wall light snapping issues, debug origin was off
merge from client_server_fields
Prefer longer cliff segments
Fix a bunch more mismatching
Update client server field finder tool to output even when there are no serialized fields found in the type, allows for more accurate messages when comparing
Fix crash when drag-dropping .sbproj into launcher
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Improved flow in rahouse large, adding an exit point in the corridor
PlaceCliffs has MinHeight and MaxHeight parameters to specifc terrain altitude range of certain cliff types
Chest can be free
Door speed
prefabs
Fixed default guide mesh orientation issues after rotating it