137,053 Commits over 4,444 Days - 1.29cph!
wooden pants mesh update
texture import settings
world model rename
merge from apartment_complex_monument (shops in computer UI and invisible furniture fix)
Fixed static furnitures being invisible when reconnecting inside your flat
Warmup item/wearables icons on startup to avoid FPS dips
Update: add ability to step through higher levels of mip chain to reconfirm visibility
- controlled via culling.extralodsteps, default to 0 (same as before)
Out HiZ downsampling filter erodes depth at edges of objects, so if objects picks a low mip, there's a good chance it won't see any occluding depth
Tests: ran around apartments monument in editor with 0, 2 and 7. at 2 saved only 0.25% percent of drawcalls, but 7 can save up to 10% (will profile standalone later)
Check socket base instead
Only send snapping mode information provided we have a snappable object
Wood Jacket/Pants/Helmet texture updates
Wood Jacket model update/world model
Revert snapping back to
146206
Send snapping mode from the client with the building info
New player select menu next to the Randomise Player Seed button to view the current player seed and to manually enter seeds. Accepts SteamIDs to view specific player models
3p pool cue sticks to hand bone
Fixed audio distance for industrial single/double door
Fix foliage impostors again
Update: draw picked hiz lod for occludees in occlusion debug
Tests: used debug visualization in editor
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Added audio triggers for equip/unequip weapon charms
Adding on the spot turn step animations
- More consistent sync behaviour
- Fix for toasts not showing on ball potting
- Fix issues with pooling pooltables screwing up state (pardon the pun)
merge from apartment_complex_monument/terminal_shops
merge from darts_game -> game_room_dlc
enable leg animator for continous turns
Fix big alloc during nav save/load
split look ik weight into horizontal/vertical to fix looking up neck issues, clean up
Fix foliage impostors on RRP
merge from apartment_complex_monument
merge from demo_compat_convar_default
merge from raid_window_map_widget_fix
merge from softcore_bed_corpse_respawn
Wearables/held items should never have shadow casters triangles but make the distinction in the triangle count display text if that is ever the case
Fix turning still being active while moving, add head/spine limits to fix weird neck issues when aiming straight up + make turn in place more natural
Unoccupied occupied shop texts
monument blocker - trolley - materials
Reduce allocations in navmesh save/load
monument blocker - trolley -- fixed material issue & added vertexpaint for rust on fence material
merge from terrain_ignore_fixes
Points for running excavator go to the clan who last accessed the diesel fuel storage
(before if clan 1 countered clan 2 and inserted more diesel to keep it running, the points would keep going to clan 2)
over-fitting basement terrain ignore volumes
Only validate on load, no need to validate repeatedly
Fix bear and chicken not working on tutorial island
fix turn anim blending, they were previously blending between all anims rather than just the closest two angles
Add score event for using a red keycard (5 points)
Add score event for destroying the patrol helicopter (50 points)
Clan points balance pass
- Removed scores for killing players in other clan, destroying tool cupboards
- Removed score penalties for for being killed by player in another clan, killing unarmed players
- Destroying bradley 10 -> 50
- Looting a hackable crate 5 -> 10
- Running excavator 10 -> 3 (its per diesel fuel consumed)
- Looting an elite crate 10 -> 5