196,835 Commits over 4,110 Days - 2.00cph!
Add `party_invites_enabled` convar to disable receiving party invites
Fix party invites not hiding names in streamer mode
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Clean: minor comment fix
Tests: none, trivial change
Update: projectile-entity test now covers more internal code
- cleaned dead code - not sure I'll need it in the future, so to the grave it goes
Tests: ran the unit tests
Add: new Projectile vs world base entity tests
Tests: ran the unit tests
merge from party_system -> main
fix missing shader input on scene load
merge from party_system -> main
Fix scientists still reacting too fast, especially when seeing player through pixel gaps for a microsecond
shadow map cheapification
First pass on generating cfg/serverdefault.cfg on server startup. This is considerably bigger than serverauto.cfg so some more changes may need to be made
merge from indirect_instancing
Some .FBX.meta I didn't catch because they were uppercase
Fix legacy hooks for entity iterators feeding entities to the callback
Minor cleanups in gl_util.cpp
Merge Pull Requests
* Remove duplicate "Black and White" color modify preset (Community Contribution)
* Use player.iterator over player.GetAll in some base game functions (Community Contribution)
Revert even more .fbx.meta and .mat files to the state they have on /main
Merge Pull Requests
* Remove duplicate "Black and White" color modify preset (Community Contribution)
* Use player.iterator over player.GetAll in some base game functions (Community Contribution)
Subtract all .mat changes to investigate artifacting issues
Subtract all .fbx.meta changes to investigate artifacting issues
Merge from placement_improvements
Deployables can now be deployed on boats at sea
Fixed crash issues with VPC.exe on windows
Carefully updating win32 side of VPC scripts
Update windows built scripts a bit
Minor cleanups in gl_util.cpp
VPC Cleanups
Minor VPC cleanups
More VPC Cleanups
Construction setup.
Block fixes.
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
Fix peripheral vision being too strong in combat
Merge: from autoturret_optim
- Fix to auto turret not responding to shots outside of firing arc
- Fix to turret not reacting to shots if it got depowered then powered up again
- Fix to turret snapping to hostiles outside of it's default firing arc when powering up
Tests: shot it, ran around and powered it up and down using infiniteiopower in various combinations
Bugfix: prevent turret snapping to a hostile outside of the default firing arc when powering up
Tests: while hostile, depowered turret, got behind it and powered it up - it didn't snap on me until I shot it again
Bugfix: reset turret's cached visibility when unsetting the target
This could cause the turret to think it doesn't have a target, yet has a visible target(unpowering the turret would cause this, for example). It prevents damage reaction.
Tests: while the turret was aiming at me, disabled io power cheat. re-enabled - now responds to shots. Spotted another bug though
use soft mask instead of uigradient because its poopie
Bugfix: turret will respond to sneak attacks
- takes 3 seconds to drop aggro that forces aiming
Spotted another bug - target and targetVisible can desync
Tests: spawned a turret, snuck behind, powered up, shot at it - it rotated
Linking Graffiti pack and video on medieval
Nicer fade ramp on store items
Change overlay base to use new sliced downwards gradient
trying out lerp transition again
Increase reaction time, reduce damage, simplify accuracy formula
Prevent sun banding at twilight.
Have scientists always be surprised when first hearing or being hurt by a player
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range