249,922 Commits over 3,959 Days - 2.63cph!
Out ptr
Better formatting for default stdout logs
Better error checking, treat errors as warnings & compile with warning level 4
Put deathmatch spawns under a parent object
player update. edited sawn off shotgun reload animation so the pumpy bit is in insync with 3p anim
Only do SceneCubemap.RenderDirty() when it actually updates rather than every frame
Only clear up light count instead of also envmap count on AllocateLights()
Add muzzle attachment to both spaghelli models
Add a tag to all existing twitch drops so they're easy to identify
Tweak deathmatch spawns, add a bunch more
Clear interpolation properly and don't apply new interpolation if transform update received over network with clear interpolation flag
Another minor fix
player update. edited db shotgun reload animation
cards can hide event message
increase max grid size
more images
card shaking
balloon
playsfx
more sfx, timer bar tweaks
Fix status text / timer networking for late joiners
Fixes #59
Fix NRE in PlayerInventory.Balance
added rifle_muzzleflash vfx
SceneStats: include DynamicSceneObject render stats, lights/shadow stats
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handgun muzzleflare vfx update
Remove Preferences.VoipVolume from voice component, handled through the mixer now
Add VoiceVolume to game settings
Converted the shed to use MeshLOD instead of rendererLOD
Minor change to the seismic sensor description
Removed temporary radtown beams texture used by the shed, assigned the final textures to the material
enabled alpha cutout on the shed roof material
Updated Cigarette Models to have 0,0,0 Transforms
Make TDM end after 1 round
Merge from hood_and_cuffs
Add voice mixer, set voice chat to use voice mixer
Hook up muzzle flash to all the guns
Update Residential Bed Models to close holes.
Add RadioManager.PlayEnemyLeftSounds, PlayDeathSounds, turn them off for TDM
Plug in muzzle flash prefab
Renamed corrugated sheets prefabs to an abcde.. scheme instead of 00x as digits don't play nice with scene cloning for keeping things clean
Converted the prefabs to use MeshLOD, reduced culling distance to 100, if needed for cover, apply locally an override
Fixed side inputs still adding active usage when directly wired to batteries with no components in between
reworked c4 + frag explosions
Fixed some transforms on floorstanding shelves, converted to MeshLOD
player update. created unique m92 pistol reload animation and holdtype override controller for it
Fixed showing self marker
Validate toast instance NRE fix
Fixed wire slack impacting wire remaining length
Converting building skins to MeshLOD
Add SoundHandle.Loopback, use voice_loopback to determine (for local voice)
Bounce talking party member
Mic icon when chatting
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