159,782 Commits over 4,566 Days - 1.46cph!
Merge from lighthouse_deep_sea
Fix mortar's snapping after a shot instead of playing the firing animation
merge from mortar_firing_fix
Hide movement speed modifier in the boosts UI in the inventory screen, was showing when leading animals or pulling siege weapons
merge from leading_boostui_fix
Revert my temp proc map changes
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Console autocompletion fills entity name and path in lowercase, fixes some case sensitive commands
Gamepad map zooming now centers around the crosshair
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- Increase interpolation delay the further away the object is instead of trying to predict lod based delay via changes in packet timings
- Let clients drop the extra delay if the setting is off on the server
dpad inventory behaviour improvements
Fixed wires parented to doors stretching towards world origin after exiting/entering network range
merge from parentedwires_fix
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Fix crawling head IK being croooked.
Fix spine IK not rotating fully when using held items (HasHoldTypeAnimations vs HasHeldItemAnimations)
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adding war hammer blockout mesh
Small 3x3 randomised rooms added (still WIP)
Attempt at an experimental network LOD system - updates entities more or less often depending on how close they are to the player.
Uses cell coordinates
Doesnt affect players. Needs more work to stop affecting gameplay with animals etc.
Initial experiments show a 75% decrease in entity position network traffic at high distances
50% reduction in entity position updates at medium distances
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Merge from render_pipeline_testing
Added support for lens distortion and added cinematic volume profiles
Experiment with moving the cargo plane movement to the clientside
Circumvents 380 B/s per player when cargo plane is out
updated g3a3 blockout mesh with a rail system for mounting attachments
added katar blockout mesh
blur/bump taps lod out, reducing texture reads when not needed
seagull rig and anims exported
merge from prefab_hierarchy_flattening
Added missing AmbientLightLOD to NVG scientist lights
Bumped the amount of gun firing effects we warm up
Metal embrasure warmed up amount set to 25
Puzzle reset objects keeps parent instead of descendants, thats what it depends on
Train track splines keep descendants, fixes tunnel lights not working
DungeonBaseLink keeps descendants, fixes error when generating underwater labs
Socket flattening fixes
Socket_Base keeps its descendants, Socket_Specific_Female keeps its parent, SocketMod_Inside uses world position / rotation instead of local