191,101 Commits over 4,049 Days - 1.97cph!
Merge from spatially_aware_env_volume_fixes
Added a convar for disabling spatially aware environment volumes
Changed skin colour fallback colour to match the default workshop scene player model (red hands fix)
Cleaned up zigg scene. Placed hatch doorframe. Rearranged gantries and enabled decals on material. Prefabbed zigg plus extra polish.
Very wip/testing toggleAlwaysOnAll command.
BaseOven initial always-on support, works without fuel and turns on if necessary.
TorchDeployableLightSource wip always-on support, creates a torch item if none present when toggled on. Doesn't drain torch durability.
merge from ase-camdepth-fix
work around duplicate _CameraDepthTexture definition in ASE with our templates
bee_compile_errors -> main
Setup volume prefab support
Fixed Custom SMG viewmodel using the wrong material on the grip (should fix all workshop skins along with it)
More polish fixes on big zigg
merge from mjungle_ruins for gantry kit
bee_ux_improvements -> main
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Some server projectile virtual methods. Clientside spinning reinstated.
adobe high wall made slightly longer, damage volumes values identical to stone skin, added barbed wire and damage to gate prefab
gantry kit T shape update
Fix remaining client/server compile errors
Add: PlayerCache utility
- Comes with unit tests
Intrusive cache that tracks if elements inside moved. Building block to allow persisting state between frames.
Tests: ran unit tests
Created a new water surface for building interiors with a much lower coefficient of reflection and specular in order to fit the lighting typically found indoors
Increased building very dark ambient a notch to compensate for play time SSAO darkening the picture further.
- Fix npc head look not working in demos
- Fix npc jumps looking odd in demos
- Modify PrintDefinedFlags editor tools to also show tags defined in entity components
- Delete obsolete RPC_SetRagdollSpringShortened
- Fix client/server compile error
Merge from main/premium_servers/manual_refresh
changed incorrect layers on recent props prefabs
fixed issues with 3p vine swinging anims
Increased building environment volumes to be reflection factor of 1.0 since buildings should be using World layer and offer accurate reflections indoor now. If reflections look incorrect, check art layers of buildings
blowpipe fix - added everything back so blowpipe still works
birodart still exists until incapacitate dart is properly implemented
ziggurat_a env volumes settings and bounds changes
re-balanced the ambient and reflection values in Environment Properties for the Building, Building Dark, Building Very Dark volumes in order to produce more satisfying lighting gradients in interiors
Merge from mfm (updating branch from main and fixing merge stuff)
Fix NRE from merges.
Remove wildlife hazard UI.
merge from spatially_aware_env_volumes_fixes
Merge from spatially_aware_env_volume_fixes