195,240 Commits over 4,079 Days - 1.99cph!
remove Bush from validImpactLayers on player_model BaseFootstepEffects (fixes wood footsteps playing when ray trace hits the collider that hides bushes under construction)
UIVol mixer parameter (missed file for CS 122467)
reduce falloff distance on compound bow handling sounds
molotov uses correct 3p deploy and aim sounds
Prototype showing party members at the top of the friends menu
- hacked friend code slightly to make it work
- will integrate with friend code properly if it's confirmed to live in friend menu
- subscribe to a bunch of "OnLobbyMemberChanged" hooks to ensure the UI updates when players join / leave the party
- refactor LobbySystem class so all logic has to pass through it instead of directly accessing steam's lobby class
game volume slider also affects ui sounds
Menu header buttons juice
Abyss Containers - Tweaked textures and seaweed on the vertical version. Added horizontal version as a copy of wicker barrel, updated model and textures to the proper ones, setup prefab with materials and seaweed, setup wind shader support for both variants, created new seaweed material with different wind shader parameters, re-ran manifest
Added support for animation curve easing in FlexTransition
Floating city greybox progress
Update RPG Launcher model
Added a few new sequences to map to view model activities, fixing the muzzle flash when drawing the weapon or when player shoots it
Remove game_text debug prints
Added Color:Copy method (Community Contribution)
Truncate killfeed names to 512 bytes to prevent overflows
Lets try registering private animation events as client events too
Removing more unused convars
mp_autocrosshair, mp_allowspectators, mp_friendlyfire, mp_fadetoblack
Removing more unused convars
mp_chattime, mp_waitingforplayers_time, mp_waitingforplayers_restart, mp_waitingforplayers_cancel, mp_clan_readyrestart, mp_clan_ready_signal, mp_readyrestart, mp_ready_signal
Remove more unused convars
mp_forcerespawn, mp_fraglimit
Setup collision & layers when finishing boat building, fixes a bunch of issues and player built boats now interact with other physics vehicles.
Test changes on just hull_square for now.
Added BoatBuildingBlock.
Refactoring, added store item grid
Code refactor:
- Changed to using string interpolation instead of concatenation.
- Use StreamWriter instead of File.appendAllText.
- Moved string creation process from LateUpdate to StopLogging to reduce GC.
- Call StopLogging in OnDestory().
updated small bullet container
now has lods - uses MeshLod
Reduced texture sizes
Added back SpatialEnvironmentVolumePass changes after merge
added new spoiled produce model, lods and textures
updated prefab
Continung placing floating walkways into level
Continuing work on floating walkways kit. Adding floats, first pass texture exploration.
Subtractive Merge:
122426 (New environment volume lodding was causing issues on world gen, reverting for now)
Floating city greybox update
Changed EnvironmentVolume back to a MonoBehaviour and added a separate component EnvironmentVolumeLOD to control the culling
spotlights blockout and prefabs
General store grid setup, overlay page spawn
Setter protection (catches null value set on the client)
iv stand meta files and texture tweaks
Enable convex colliders and create custom placeholder collision where needed, to eliminate rigidbody issues/warnings.
Spamming wooden barriacdes in front of trains no longer grinds them to a hault
More intelligent weaving behaviour - if in client mode then skip the process entirely.
New reset method to reset syncvars back to their default values
Called on ResetState (when entering pool)
merge from industrial_blue_light (phrases)
added blue light to industrial lights sitem description and updated phrases
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shotgun ammo crate and rifle ammo crates
prefabs, lods and collision
now using the relief mapping technique
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merge from wallpaper/floor
added updated header webm video and pack icon for floor and ceiling pack to ingame store
Fix construction guide not appearing
Merge from environment_volume_lods
Only registering spatially aware environment volumes to be processed by the SpatialEnvironmentVolumePass