196,627 Commits over 4,110 Days - 1.99cph!
Spherical harmonics baker (L0, L1) to store self shadowing data in foliage vertices
Merge from toolgun_deploy_fix
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Fixed missing toolgun deploy sfx
Merge from nametag_streamer_fix
Fixed nametags on top of players heads not updating if streamer mode was toggled mid game
Merge from mission_create_streamlining/outpost_spawning
Converted the mission info panel to a flex element
Add a mission complete screen (pretty wip right now)
Created a drop down property drawer for position fields, makes hooking up mission positions a lot easier
merge from party_system -> main
Added a tab interface to the mission inspector
Mission position generators can now be marked as non exclusive, allows us to have multiple player missions use the same point
Add document spawn points to other fishing villages
merge from party_system -> main
Add context menu option to invite users to the party
- create a party automatically when inviting someone
Merge from compiled_field_fixes
Fixed serializable fields being compiled out in:
CommunityEntity.UI.FadeOut
CommunityEntity.UI.Countdown
DDraw
FPSLogger
EggUpdater
ItemStoreItem
Add context menu to party members
- UI to kick and promote members to party leader
Add ability to promote other players to party leader
Update party invite modal to look less WIP
- add profile picture
- improve colors
- wait up to 2 seconds before showing party invite to give time for profile picture to load
Update HttpImage to expose whether the image is currently loading or finished
Ignore party invites from non steam friends
merge from main -> party_system
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Update: AutoTurret - rewrite rotations via matrices instead of TRS
- Delete all TRS related stuff (turns out you can't do non-uniform scaling with it :/)
- Incorporate transform hierarchy up to gun_yaw
This should be slower, but different PC - will re-bench once home
Tests: spaend a turret and caused it to rotate different ways
trawler ship hull material vcol blends progress, more uving
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Fix GitHub Desktop's fuckup yet again (lights.rad)
Add command to join party by ID
separate volume slider for UI sounds
Minor cleanups from main
Draw console notify text above all other panels
Remove leftover debug print
Added background to cl_pdump cvar
run iterator reset just after EntityRemoved, not before
Simplify optional argument checking for Entity:AddGesture/RestartGesture/AddGestureSequence
Update lights.rad
fix reproj artifact when camera rotation snaps far
Add some sanity checks for malformed models that could crash the game (to do w/ textures)
Can now build tier0, tier1, vstdlib and some others for x86-64
Build VPK.exe like x86-64 already does
Delete replay.dll/replay.so which are unused
Update Build-Game.bat
Improve V49 model support for VRAD static props
-allowdynamicpropsasstatic also allows props without $staticprop
VRAD static prop lightmaps respects skins (crash fix as well) + sanity checks for model loading
Fixed an issue with format strings
Wall Storage - Updated prefab setup with a proper one, working LODs, Gibs, IO ports and lights
M15 Pistol - Small fixes to world model LOD3
add separate shadow density scale for cloud atmosphere shadowing
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configurable cloud haze with height falloff, attempt improvement to sun-moon transition
M15 Pistol - Added final world model and LODs FBX, tweaked attachment positions
- Removed indirect_instancing.enabled toggle (was broken)
- Reverted all modifications to MeshLOD, MeshCull, RendererLOD, RendererBatch and other LODComponents
fixing erosion issues waterside and stripe artefacts
- corrected slope angle calculation that was causing striped carving at low
- introduced procedural carving limit that eliminates waterside carving and just limits max-depth elsewhere
day-switch oddity mitigation with gradients (code fix needed for highlight hotspot)
VC TOD gradiation of ambient and scattering during sunsets.
- Fixed and optimise debug diagnostics
- Use an array instead of a dictionary to store RenderKeys
- Added various toggles for controlling which parts of the system run during profiling