197,437 Commits over 4,110 Days - 2.00cph!
Fix out of range exception in PlayerModelCinematicList.UpdateCinematicAnimations when running with bundles in editor
Fix some collision meshes not being R/W
Fixed NREs when opening crate in steam inventory
Switch to loading/unloading scenes async so we can always do it additive
Fixes to get almost in game
WIP using scenes to speed up asset warmup
Arctic value compensation for new haze falloff curve.
TMP soft mask shader added to always included shaders
Cloud depth and brightness enhancements on clear.
Added takeover system for steam inventory items
Fix attempt for the missing photoseizure warning text on bootstrap in builds
merge from indirect_instancing
- Found a way to unity instance adding/removal code under InstancedLODComponent. This is starting to look very solid now.
- Started extending BufferList to work with Span<T>
- Added ArrayPoolBufferList as an experiment
Subtract
124593 - dont need it
scrap_heli_gibs_fix -> main
Make the base mesh readable and try that
Temperate twilight adjusted for new haze falloff.
patrol_heli_revision_2 -> main
Increase visibility of flee marker and path (again)
merge from party_system -> main
Show party leader icon beside the leader in the party
- use callback to detect right when party owner has changed
- expose party leader via IFriend (can make new interface in future)
Clear cloud brightness fuckery
Apply FCVAR_CHEAT to r_pixelfog
Minor cleanups
Fix missing Trails undo message localization
new token for frontier gate so it doesnt have the same description as the wooden one
Pilot Codelock - Model, materials, WIP textures
Update: TestLineOfSightBatched
A lil cheeky 44k raycasts test. Missing the actual batched query impl.
Tests: ran the test - failing as expected
Steam inventory warning popup is opened once when attempting your first breakdown
Added confirmation popup when breaking down an item
Twitch drop deletion now using the red confirmation popup
cached native allocations, batched projectiles now save between 30% - 50% of the runtime compared to serialized in performance tests (gains increase with projectile count)
merge from indirect_instancing
Fix compilation error about RecordUnsupportedMaterial
Encode spherical harmonics directional occlusion (SHDO) into gbuffer for proper shadowing on direct lighting (directional light only), use alpha testing and multi hit backface raycasting in SH baker to better represent foliage shadowing, blend between shadows and SHDO when reaching max shadow range, and use TOD sun direction for SHDO calculation
Blend layers on floating walkway kit WIP. Float script on kit as well but some issues present with transforms (WIP too)
Cannon whitebox deployabke
Recently helicopter will restrict how far it goes on patrols
Update: GamePhysics tests - move box grid creation to individual tests
Avoids polluting the world for other tests(problem for LineOfSightBatched)
Tests: ran the updated unit tests
Initial setup of Tugboat horn
Update: GamePhysics tests - spawn ignore volumes per tests
Tests: ran the 3 affected tests - they pass