250,289 Commits over 3,959 Days - 2.63cph!
FindItem fixes, removed IM considerations from most DSEs
Automated Windows Build #25
Automated Linux DS Build #24
Added atmospheric rain music
* Added new soundscript stuff from TF2 update & new map icons
* Added CreateParticleSystem( Entity e, string eff, int PartAttachment, int EntAttachment = 0, Vector offset = 0 ) - returns CNewParticleEffect
* Added CNewParticleEffect.IsValid()
* Added CNewParticleEffect.SetControlPoint( int cpID, Vector offset )
* Added CNewParticleEffect.SetControlPointOrientation( int cpID, Vector fwd, Vector right, Vector up )
* Added CNewParticleEffect.SetSortOrigin( Vector origin )
* Added CNewParticleEffect.GetEffectName() - Returns string
* Added CNewParticleEffect.StartEmission( bInfiniteOnly = false )
* Added CNewParticleEffect.StopEmission( bInfiniteOnly = false, bRemoveAllParticles = false, bWakeOnStop = false )
* Added CNewParticleEffect.GetOwner() - returns entity from CreateParticleSystem
* Added CNewParticleEffect.AddControlPoint( int cpID, Entity ent, int PartAttachment, int EntAttachment = 0, Vector offset = 0 )
* Added CNewParticleEffect.StopEmissionAndDestroyImmediately()
- Missions now have a DepthBudgetMultiplier, which can be used to modify the spawn budget of a room the deeper into the level it is. (so levels now get harder the further you get)
batched meshes, wall.window socket update
wood shutters prefab, anims
GC opt in UnitCanFindCraftingItems/FindItem
Removed deprecated FFT code
- Placeholder collect item update
Merged latest water changes to main
Tone down yesterday's ssr tweaks a little bit
all chopper gibs are two sided
Bucket of fixes for signs/banners
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cleaned up temple ref folder
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Fixed a bunch of bugs with SmartObject subscriptions (now SmartSubscription)
Fixed index range errors in Stat+Tickable
- Removed some shit from town scene
- LevelBuilder now waits until the next frame, after receiving level generation success event, before setting up the mission to work around the DunGen beta issue
- Can no longer damage off-screen stuff
- Can now specify a range that mission objects will start to be tracked by the on screen arrows. Once "discovered" an item will always be tracked, regardless of distance.
- Collect mission now hides arrows until items are nearby
Fixed fog-to-alpha in globalfog and ppscatter to eliminate need for explicit ordering
Added high-perf GPU-based water simulation and removed all traces of threaded CPU-based simulation; now sync on render thread via command buffers
Added water fallback to lowest quality if GPU-based sim is not supported
Tweaked water local reflection to be slightly faster; longer vertical reflections far away
Merged in changes from Before; renamed shaders, minor refactor
Quick fix for high external gate sounds
grenade throw distances unified
grenades are a lot more predictable, less bounce, more friction
Made external high walls more expensive
Remaining batch of Owl anims
Added all anim events, clips, rig & optimisation settings
Holosight hasn't got condition
-GC optimization for IM, and a bunch of Profiler samples.
-YAMfM