115,225 Commits over 3,959 Days - 1.21cph!
More fettling with the occlusion culling so that it doesn't cull objects that are in the shadow frustum. Also unified the constant setup between the instanced and non-instanced occlusion stuff.
Always include the DDraw shader in the build
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[D11][#4036] Flame Turrets LODs oriented correctly.
[D11] Fix for construction guide loading multiple LOD meshes
[D11] [UI] Fixed missing death map marker sprite.
Some changes to make driving much smoother at the lower tick rate of a real server. Fixes suspension oscillation and too-easy rollover.
[D11] More fixes to debug camera controls
Upped powered water purifier output storage to 5000ml (same as input storage)
Resize input water collider on powered water purifier
Removed duplicated client-side mesh collider that wasn't needed
Modified TriggerVehiclePush to work better with modular vehicles (using the vehicle centre rather than module centre, push cars in an axis direction rather than just away)
Added TriggerVehiclePush volume to the garage door that gets activated while the door is closing, to hopefully push cars away from getting crushed/stuck in the door
Disable the invisible but very solid "Cubicles" on Playground
Reduce brake force multiplier from 750 to 300
Make brake lights dimmer than headlights
Show brake lights only when braking, not reversing
Merge brake light changes
Vehicle brake light code changes
Use LightsAreOn accessor instead of checking flag directly
Switch headlights/brakelights logic to a mask instead of a bool to reduce extra iterations
Seems like DrawPropertiesExcluding doesn't work correctly along with serializable classes. Remove ModularCarEditor for that reason.
Added a version of ForceModelSeed that doesn't require an overload
Merge from Main -> Vehicles
Fixed water pump also incorrectly switching to on when water is inserted even if no power is connected
Powered Water Purifier workbench level requirement
Reduced water pump crafting time from 120 to 30 seconds
Fixed some SAM blind spots at Launch side puzzle bypass
Fixed powered water purifier sometimes turning on when receiving water even if it wasn't powered
Hooked up DDraw renderer and removed test script
Converted all DDraw objects to use DD calls.
Add a cooldown before assigning a new task to the same player
Cleaned up the custom pass class
Renamed and moved ddrawrenderer
Created a basic replacement for GL calls to get DDraw working again
Revert to old method of receiving headshot sfx
Merge from cinematic_tools