110,878 Commits over 3,897 Days - 1.19cph!
Adjusted duration between unloaded <-> loaded in crossbow viewmodel to possibly fix the 0.25s delay before firing when a reload on the server takes longer than the client
Affects crossbow and speargun vms
added temp material values that I think make the ice look better - changes and request written up on task comments
Fixed the double reload bug for all weapons in BaseProjectile
Store a new reload cooldown that is 50% longer than the normal cooldown, cancel it when the client receives the reload (the local ammo changes)
Only need to store this new cooldown in case we don't receive a response from the server because the reload was rejected, in that case the regular reload functionality will start working after a few seconds
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fixed colliders on sculpture that were blocking some placement and block upgrades
Add Ice shader tessellation to forwardAdd pass, and make transmission map triplanar
Fix compile error in none.
Remove some randomly added Usings
refactored door.DrawBridge_01,02,03 prefabs to include skinmesh LODs
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Ice shader tessellation with phong and bezier smoothing options
Merge from main (keeping main changes to external wall prefabs)
Don't show on default 5.56
Prototyping a way to show which ammo type is equipped on the itme icon, only hooked up on the assault rifle for now
Merge from oxygen_qol_tweaks
Fixed ItemModGiveOxygen working as an unintentional singleton and returning incorrect values to the oxygen time remaining vital if multiple dive tanks are in the players inventory
Fixed some rounding issues when using dive tanks after the last commit
Increase depth required to start losing oxygen to 1 (fully submerged)
Changed the Oxygen display on the vitals bar to a round instead of a floor, this should be more accurate (and now shows that you have 4s when entering the water instead of 3s)
Merge from launcher reload bug
Print reload time option now recommends a reload time based on a 0.34ms buffer
Updated both rocket launchers again
Merge from modding_prefabs
Added new greybox scene containing all cube prefabs (for testing)
Backlog of unsaved mapping/modding prefabs:
- More tiled cube prefabs; concrete, charcoal, gravel, ceiling, roof and plaster
- Cold and heat volume variants (low, med, high)
- Toxic/radiation water cube + cylinder prefabs
- Admin spawnable invisible 3x3 cube + wall
- Static fire prefabs (looping)
- Static xmas light string prefab
- Static spraycan decals
- Birthday cake prefabs
- Invisible static PressButton
move clouds to branch off main
- clouds can cast approximate shadows on world
- add exposure/contrast parameters
- add dedicated configuration for coverage worley
- adjust atmospheric haze mie scattering
- Got recent transactions displaying
- Fixed index
main -> vendingmachine_transaction_history
radiation_cube_support -> main
- Code cleanup
- Minor bugfixes
- Reserialised sprinkler
Subtract merge from broken queue_improvements branch
Cherrypick menu loading screen change
Cherrypick code changes from queue_improvements onto new branch
merge from queue_improvements -> aux3
Fix compile error by adding missing namespace
Update: change indent_style to 4 spaces
Tests: regenerated projects and tabbed a couple times - it's spaces
Update: PerfFwkManager can switch scenes
- Done via a basic command interpreter (same as ConsoleSystem, just supporting coroutines)
- renamed PerfFwk.IsReady to IsDone
Tests: ran the LoadProcTest - asserts validated the switch is done, but no proc gen happening yet