195,974 Commits over 4,110 Days - 1.99cph!
Fix exceptions caused by removal of meshes with less materials than submeshes
Quick hack to test ways to not aggro all the oilrig scientists on the same floor when they hear the gunshots
Working debug commands to test any items
Refactoring and cleanup
Remove small navmesh islands on top of containers etc on small oilrig, prevents costly unsuccessful pathfinding to reach player standing on them, or useless eqs samples
adjusted fairy light scale and emission
Floating cities progress / security tower b
Fix scientist returning to fast to patrol when enemy is still nearby
Add classic headshot crosshair and audio notify to new scientists
Allow other classes than BasePlayer to use headshot crosshair and audio notify
Updated Banana Bunch AO and Albedo Texture Map
Replace T2 loadout editor preset gloves with bandana, put syringe in more sensible slot
Project lkp to navmesh before flanking, in case player is standing on a container or something else
Update: BenchScene - StartBenchmark is now a coroutine
Helpful to make BiomeBenchmark setup straighforward
Tests: autobench in editor
Capsule SDF setup for shadowing foliage out of shadow range
naval update > floating cities
Decrease cell size, increase cells per compute
Featured weekly skin item system
Added convar to simulate featured items
Revert
123163, was not a good idea
merge from lr300_skinnable_fix
Fixed LR 300 skinnable asset using the wrong item name, causing issues with descriptions when generating skins
merge from main -> party_system
- Makes it easier to change a scientist's weapon
- Equip oilrig scientist with classic mp5
Split into multiple windows so the inspector and preview window can be resized instead of being a fixed size
- allow skins to be selected with a dedicated "Preview" button until I find a hook for the ObjectFields being clicked
F1 console no longer saves the `quit` command after it's entered. Prevents you loading the game up again and accidentally quitting because it was your last-used command - I did this twice now whilst playing and trying to access combatlog!
Store featured items loaded from the manifest
Fixed changing video settings always forcing map reload
Improve performance of ToGMODPlayer clientside
Matches serverside implementation now
Optimize player.Get* functions a bit
Optimize ents.Get* and ents.Find* functions
Remove -preload as well
Use safer Entity push function for recent changes to player/ents libs
Better naming and parameters in npc shooting component
Merge from trimmed_asset_warmup
Pull hardcoded asset references from scripts too
Simplify scientist shooting logic
Enable maintainMaxCondition on a bunch of deployables.
(They could previously lose max condition when repaired in the repair bench, this has no effect on deployables since they are always full health when placed)
Adjusted the single shelf pick up volume so it can be picked up when deployed above TC's, WB's etc...
Super simple notifications window blockout
▊▋▍▍▊█▅▍█▊▄▅▇_▍▋▌▉▍_▉▄▇ -> ▉█▌▋
▄█▆▋ ▆▉▋█ ▆▆▇ ▇▊█▄▆▄▆▉ ▊▅ ▇▆▉▊▉▅▉▌ ▌▉ ▍ ▆▊▉▍▋ ▋▅▅▄▄▄▌▍▅
Fixed buttons not removing their pressed state correctly on pointer up (following the OnPointerClick changes)
Fixed the issue with sky turning black too early at train tunnel entrances