159,566 Commits over 4,566 Days - 1.46cph!
Storage adaptors are now poolable (were the biggest spawn cost when streaming in a base with a lot of them)
Updating nailgun viewmodel with newest mesh
Change category button behaviour:
By default all items are shown in a single list. The category buttons are now a toggle group and switch to that category only. Added an All button.
Multiple lighthouses share resource/repair progress
rotated lever action rifle to face the proper direction
reduced scale of the flail by 15%
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Merge from minigun_vfx_fix
Fixed visual only minigun bullets shooting through surfaces that are within 2m of the players eye point (server side damage logic was fine)
Merge from main (many conflicts, likely many errors)
Merge from headshot_spread_sfx_fix
Fixed headshot sfx marked as 360 spread, effectively flipping it's audio direction
Now 0 spread, so a headshot that happens to your left will no longer sound like it came from the right
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merge from QualiTeaOfLife_Nerf
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Fixed seeds planted outside of planters displaying incorrect genes in UI
Fixed not being able to load a sheep onto a small module if we are also leading a cow
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Merge from livestock_petting
Merge from main (sheep.anim.controller merge issues)
Fixed some stranslation strings
Re-exported the dismount root motion clips
Merge from animal_jumping
Somewhat experimental optimisation pass:
Tattoo textures are compressed and generate mipmaps. Reduces a tattooed player's cost from +8.4mb in ram and +8.4mb in vram to +2mb (just in vram) compared to non-tattooed players
Merge from orbitcam_scrollwheel_hog
Zooming with scroll wheel whilst using the 3p orbit cam (holding alt in 3p) now consumes all scroll wheel input
Stops inventory hotbar from being cycled whilst zooming the camera
Setup 3p attach anims
Beancan, bee, smoke, supply signal and flashbang now use the grenade animation subsystem
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Fix attached grenades having a delay until becoming visible
Attached grenades are visible once a "attach_reveal" viewmodel anim event fires
If the event happens before the actual grenade is spawned, show a predicted attached grenade until the real one spawns
If the actual grenade is spawned before the event, hide the actual grenade until we get that event
ToGL can now build using GCC14
* I pushed too soon accidentally
Fixed FreeImage not building on Windows now (oopsie)
Minor changes to build scripts
* Can now almost build on vanilla SteamRT 4
Update Nailgun Viewmodel, Worldmodel and Textures to improve shading and fix shading issues
made creative building tier for hackweek idea. Building tier is invulnerable, invisible but still has collision and can be deployed on with items, wallpaper etc. Can be used to block off areas or have floating displays.
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merge from render_pipeline_testing
set up empty renderer data for chippy camera, fixes viewmodel rendering inside chippy
S2P tropical Island 2 + 3