112,046 Commits over 3,928 Days - 1.19cph!
MGL ADS fire anim + controller setup
Admire anim
anim updates
[D11][Tutorial] Fix for Issue #436, no longer able to open quick chat in tutorial
[D11][Tutorial] Fix for GamePhysics Trace calls using client entities when server entities were expected
[D11][Tutorial] fix for not being able to open door / upgrade building parts from certain directions. gave all abandoned shelter parts 100% HP. reverts #
33656 since it's causing the aim icon to jump around
[D11] [UI] Added needed classes/prefabs for random player stats. Prepping stat hookup for random stats. Fixed null stat issue when attempting to retrieve Resources Gathered or K/D Ratio for sleeping players.
[D11][Tutorial] Fix for Issue #1572, smoke signal object was being split during client/server pre-process
Fix for server prefab preprocessing null reference
[D11] Move more achievement detection/triggering server-side
Test out multiple lines for audio options. Add 'd11_drop_one' and 'd11_drop_all'.
Change build prefabs to check the scripting defines rather than using #if (which won't work from jenkins)
[D11] quick "fix" for TextMeshPro dirtying the canvas every time text was set, not sure why this early out had been removed, so opening official investigations in parallel, but we'll see if this causes any problems.
Fix for running on a Unity build without the mesh eviction code
Disabled instancing on XB1 while I track down the bugs
Server fall failsafe to ensure it never moves upwards
Server side fall spherecast starts at player center point to avoid falling through objects under certain conditions
#1639 Fix grammar in build menu descriptions
fixed MGL ironsight offset
heavy plate helmet obscures slightly less vision
heavy plate armor has much higher explosive protection
ch47 has higher explosive protection
can buy 40mm buckshot at bandit town
AI takes less damage while mounted
large oil rig broadcast setup
door ai setup on large oil rig
fixed push buttons not working at large oil rig (except for one with fuse)
LIghtEx NRE fix
higher visibility simple sight
proper zoom level calculations
8x scope zoom reduced from actually being 24x to 16x
4x scope renamed 8x scope as per its actual zoom level
holosight adds accuracy bonus and 2x zoom
knife is actually metal now
FOV clamped from 70-85 (was 60-90)
grenade launcher handling sounds to mono
fixed pump shotgun attack effects
distant gunshot tails fade out more smoothly
reduced gunshot/explosion tail stereo spread a bit to improve directionality
Modified Rust/Flare shader to work with LightGroupAtTime
grenade launcher third person sound anim events
fixed invisible/too blurry shell casings
disabled casing collision (perf)
muzzle flashes are far more snappy ( visuals + perf )
improved muzzle flash bias
lights with 0 intensity now remove themselves from the active light pool (instead of when destroyed)
adjusted combat knife positioning
m249 skinnable
m49 skinnable
various flamethrower work
combat knife is best flesh harvester
[D11] [Audio] Different mechanism for triggering map zoom fx
[D11] [Audio] Different mechanism for triggering map zoom fx
scientists have much higher explosive protection
MGL holster/3p attachment offsets
GL holdtype deploy and reload anims
[D11][Tutorial] Fix for Issue #1571, oil barrels were not dropping loot (changed spawn method)
Fixed water system rendering in prefab stage
Fixed misc issues with water system in edit-mode
Big rig FX prefab update.
added combat knife
can sprint and attack with chainsaw and combat knife
protocol++
[d11][Audio] Fixes for FP mix and gunshots. Removed some unused channels from mixer.
[D11] [UI] Inspect panel set up to fetch player stats. Loading and error states set up for inspect screen. TODO: Add random stats hookup.
[D11][UI]loc key for server stats menu