159,530 Commits over 4,566 Days - 1.46cph!
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
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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
Try to add the file path to CWin32ReadOnlyFile::FS_fread warnings
LuaJIT and Bootil can build using GCC14
VPC builds using latest GCC, and does so successfully with GCC14
Game can now build using GCC14
Update all skin materials with tattoo values, tattoo enabled defaulted to off
fix the contact shadows option being removed by mistake
Male body material setups
add preview material tattoo option for easier testing
merge from main -> optimize_position_update
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Add leans to cow and sheep
Branch with _HasTattoo so non-tattooed players don't cost any extra
Cherrypick
167668 scarecrow error fix
Share "wait for navmesh" between fsms
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Fix wounded head IK not pointing up/down anymore, also fix pooling issues with players mid turns
meta files that keep appearing
Warhead Garage Door - Made busy colliders movement a lot more granuar and precise
Shears animation polish pass
merge from critters_cleanup
add colour variations to crabs
- with a very small chance at seeing a rare blue crab
Start work to share states on fsms, share dead state, repellant flee state, and debug move state
hide HP bar for dead critters
warhead garage door anim improved
Tattoo fading pass
Irritation converts to blur over fade to reuse existing samples
This is baked in the tattoo compositor (on the GPU if possible) so old tattoos stay blurred while new tattoos are sharp
Faded tattoos also gain a blue/green tint as if the pigment has faded
All somewhat experimental and subject to performance benchmarks
fix jobs errors for crabs and jellyfish
3-solver mixed-BC setup on plague hazmat for testing
fix rabbits animation transition from interested to startled
fix jellyfish prefab name being "crabs"
Cleanup unused frog assets
rust 13th balloons
- updated crate clumped balloon texture
- updated material
- updated mixed clump icon
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Merge from gamemode_clans_restrictions