196,495 Commits over 4,110 Days - 1.99cph!
Merge from trimmed_asset_warmup
Fix effects triggered by AnimationEvents component not being included in builds
Fix some prefab issues from older merges
changed name of storage_barrel_a to unused_storage_barrel_a , changed collision and deploy volumes on abyss_barrel_vertical to match storage_barrel_b. Temporarily scaled prefab model to 0.975 until mesh is altered
Minor cleanups
Minor cleanups from main
More cleanups from main
Move HTMLPanel related files together
Try to make ents/player.Iterator more reliable during OnEntityCreated/EntityRemoved
Reset the cache just before the hooks are run, so the cached table would be up to date when ran inside those hooks by addons
Implement cubemap seam blending for HDR cubemaps
- Reduce grenade overshoot as it was overshooting the oilrig crane
- Increase grenade damage
- Better debug visualizations for camping
- Prevent scientist from throwing grenades when they suspect camping but didn't confirm it
Minor cleanups
More minor merges from x86-64
Move HTMLPanel related files together
Try to make ents/player.Iterator more reliable during OnEntityCreated/EntityRemoved
Reset the cache just before the hooks are run, so the cached table would be up to date when ran inside those hooks by addons
Implement cubemap seam blending for HDR cubemaps
More minor cleanups
Makes the scientist's f1 grenade weaker than the normal f1: longer time before detonation to allow players to react, and lower damage to avoid one-shot even if they don't spot it
- Prevent scientists in same area from throwing multiple grenades in quick succession
- Better player camping detection
merge from macos-water-fixes
merge from findactivewaterbodies_optim
more sun configurableness
Store limited tab scrollview
Fixed flex grid vertical height
Update: BiomeBenchmark - rewrite heightfield gen to generate a lower coastline
- Also slowed down the camera speed by half
Tests: benchmark in editor
Fixed the locked crate shock effect not parenting correctly on cargo ship
- Have scientists throw grenades on players camping a single spot for a long time (first pass)
- Don't sprint when flanking, we need to keep looking in the target direction not just ahead
sun glow modulation texture, configurable mesh vs glow intensities
remade collision for abyss storage barrel horizontal. Re-positioned all collision and sockets so they are idential to froniter barrels. Had to move vertical abyss sockets slightly out for storage adapters. Shifted horizontal mesh over so it is on origin.
M15 Pistol - WIP Texture update
Session page can now understand and quit demos
Added a super basic sessions tab so you can leave a server you're currently in without using console
Second pass on floating walkways, with proper textures (WIP)
Use old demo ui setup for the demo system
Update: BiomeBenchmark - introduce a delay when starting and teleporting the camera to islands
Helps with asset pop-in.
Tests: benchmark in editor
System to hide and show navigation links dependant on in game state
Missing open/close sounds for abyss barrel corpses
Update: BiomeBenchmark - snap camera to player height above ground
Tests: benchmark in editor
Prevent water purifiers trying to convert more water than what fits into the output
Fixes losing salt water when the output is nearly full
Removed the ItemDefinition label from the store UI prefab (wtf)
Bugfix: BiomeBenchmark - put procedurally created terrain on Terrain layer
This caused foliage/clutter to not spawn as much as it could, leaving islands barren.
Tests: benchmark in editor
Fix Linux/OS X not building due to duplicate source files
Feature store tile text wrapping fixes
M15 Pistol - Fixed viewmodel prefab material, updated WIP textures
Added an editor convar to load ALL the game items in the steam inventory menu. Didnt go well
Update: BiomeBenchmark - switch to custom topology generation
- Added extra info about under-camera topology to help investigate things further
Still not getting the effect I want
Tests: benchmark in editor