200,667 Commits over 4,171 Days - 2.00cph!
merge from fix_hardcore_spawning_mlrs -> main
Sort categories and entities alphabetically in ai demos viewer
Fix heavy not repositionning when the minigun muzzle is blocked but his eyes are not
Ensure the selected item viewmodel always has the same player skin as the spawned PlayerModel
Fixed gesture wheel store packs not showing up
Fixed item store tile names not using the translated version when not overriden by a takeover
hooked up retro pattern material
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Fixed the missing texts on store heroes (regression from the store)
Fixed editor PlaySoundFirstPerson NRE when there isn't a local player. Added a Sound Manager to this scene so sounds work
Add a message to the companion page to ensure you've signed into the app if its not installed (hopefully that encourages people to relog if having issues)
Added retro material to the helmet
Update: reimplement how occlusion treats overrides
- this is a reimplementation of
118512
Allows to further simplify OcclusionLineOfSight code - enables removal of OcclusionPlayerFound/Lost
Tests: on craggy with 2 players, ran behind the hill, disappeared, turned on occlusion override - player appeared
Updated pilot hazmat holster offsets
LODs and collision for food market display
Updated featuring header style
Black box and pistol in general store categories
Updated pilot pack cover assets
merge from pilotpack_storepage
Fixed featured items ordering
merge overflowing weapon stats fix
Fix for overflowing weapon stat values
setup t1 smg anims, entity and override controller
Pilot pack store showcase
Fixed some bugs preventing the extra items command to work properly
Pause and play the store hero video when you close and open the menu
More logs for notifications
Texture fix for Pilothazmat Backpack
PilotHazmat backpack textures updated
Implement indirect instancing without requiring monster meshes
Set correct stencil states in all sub shaders that are used by indirect instancing in order to emulate what Unity normally does during the GBuffer pass
updated cinematic backpack textures
Implement indirect instancing without requiring monster meshes:
- Use a command buffer to submit indirect draw calls referring to individual meshes
- Monster meshes are disabled by default
- Mesh Read/Write is no longer required
- Should reclaim ~3 GB of VRAM and RAM
- Calculate UV distribution metrics based on individual meshes rather than monster meshes
Instancing shaders now always access the IndirectDrawIndexedArgs buffer in order to retrieve the startInstance parameter which is no longer passed to Unity.
Fix MLRS spawning in hardcore mode
- code was only looking for MLRS inside safezones
- fix some entities being skipped over when deleting due to looping over entities while they are being removed / deleted
Reset active item when disconnecting from the server.
Update: plug in batched occlusion logic
- fix early-disposed container
Need to figure out how to factor out the OnPlayerFound/Lost, but getting close
Tests: 2p on craggy in editor - walked behind the mountain and disappeared
renamed flight recorder box to black box again
Update some tooltips to the new menui2 ones
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Replaced blockout food display counter
call init on vhacd Paramters props to get legit default values
pilot pack sitem description
Update: plug in new batched server occlusion job
Tests: none, need to hook up the calling code
Proposed fix for notifications