146,696 Commits over 4,444 Days - 1.38cph!
merge from weaponinfopanel_nrefix
ProjectileWeaponInformationPanel::EligableForDisplay NRE fix
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Disable only the nvidia reflex options if unsupported instead of the whole rendering settings container
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fixed missing buoyancy reference in playercorpsenew
Improved first person viewmodel lighting on the industrial torch.
Can open the popup back by clicking on the seen notification entry
bring skinviewer viewmodel rendering changes to RRP
Fill motion vector command buffer
Fixed sculpture save/load to file, added ability to send save to data to all sculptures in radius
Warning notifications show as popups when arriving in the main menu
When the popup is closed, it goes in the notification window, marked as seen
Ability to dynamically add in single compatability layer remappings - this should allow the quick add to manifest buttons to auto add any remap changes as well
Setup motion vector pass (doesn't draw anything yet)
using a proto message for serializing sculpt data rather than raw byte array storage
- should be more flexible for altering the format, let's us bake data about the space the array refers to
- still LZ4 compressing the proto bytes because we get 10:1 for data like this
Updated all the RRP volumes with the correct color grading values
Setup powergrid IO access points on all the procedurally spawned powerline poles which have electrical boxes
Remove terrain erosion component from test map
Optim: avoid buffer alloc on recieving player voice packet
Tests: 2p on craggy, tested voice in both directions
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Adjusted sunglasses to reduce clipping on some playerseeds. split frames and lenses to improve sorting issues. updated all .fbx files and prefabs.
Fix the "Destroying components immediately is not permitted during physics trigger/contact" server error when launching players with a catapult
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Possibly fix the server error "Coroutine couldn't be started because the the game object 'assets/prefabs/npc/m2bradley/bradleyapc.prefab' is inactive!"
Ponytail/bun lod2 conditional setup
Also fixed missing references for ponytail/bun LOD0/1 conditional meshes
Client keeps track of seen notifications locally:
- a notification is seen once the notif window is open
- seen notifications are styled differently
- they pop back after a client restart until cleared
We now send v2/readall only when clicking on the clear all button. Client also keeps track of cleared notifications locally so global notifications can be dropped by the client (the backend keeps sending until they expire)
Added RRP volumes for every BRP post process volume that was missing one
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industrial barricades - test prefab setup, temp gibs for testing, mani update
Fix "missing effectrecycle" warning when deploying large furnce
It was using an incorrect place effect (just pointing to the enabled effect prefab), made a new deploy effect prefab using the originally intended large furnace deploy sound
Updating smoke grenade rigs with updated mesh
Updated all of the biome RRP volumes to have the correct lift, gamma, and gain values
Updated the lift gamma gain pass to work the way BRP does rather than URP as the trackball implementation has changed
Clean: Get rid of all manual BaseEntity.ServerRPC calls, rely on codegen instead
- rewriten some calls to not rely on generic ServerRPC
- Rust.SourceGenerator.Rpc from 9db9e963 (not merged to main yet) - has support for all NetWrite.Write types
Tests: compiles
replaced crc RPC-synced value with SyncVar, much cleaner
set dressing progress in floor 3 and 4
crew/pixie lod2 conditional setup
fixed charm placement on semi auto pistol and m92 so they now move with the slide
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