159,797 Commits over 4,566 Days - 1.46cph!
Repainted terrain at the exit computer room and at the truck blocked off garage area, S2P - prevents terrain clipping into underground rooms causing players to get stuck. Tested in-editor on a 6k map
Merge from render_pipeline_testing
Added the cinematic presets for contact shadows
Fixed tutorial welcome video not playing correctly, was a mp4
Fixed main menu chat hiding the rest of the screen with RRP enabled
Added additional LOS check pos to stairs (L, U, spiral and triangle spiral)
Fixes Line of sight blocked errors when you have a clear line of sight
merge from analytics_apartment_breakin -> main
Send apartment contents every 1hr
- also send when break-ins happen & when players are evicted for not paying rent
Fixed safe zone warning persisting on the main menu, also fixed missing title
Added contact shadow presets
Updated texture sizes for seagullflock textures
merge from main -> base_occlusion
F7 dialog completion screen now thanks the player for their feedback instead of for reporting a player
Add 4px spacing between the upkeep labels to fix large upkeep numbers overlapping
Move upkeep value label 4px down after centering it
Merge from lighthouse_deep_sea
Fix mortar's snapping after a shot instead of playing the firing animation
merge from mortar_firing_fix
Hide movement speed modifier in the boosts UI in the inventory screen, was showing when leading animals or pulling siege weapons
merge from leading_boostui_fix
Revert my temp proc map changes
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Console autocompletion fills entity name and path in lowercase, fixes some case sensitive commands
Gamepad map zooming now centers around the crosshair
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- Increase interpolation delay the further away the object is instead of trying to predict lod based delay via changes in packet timings
- Let clients drop the extra delay if the setting is off on the server
dpad inventory behaviour improvements
Fixed wires parented to doors stretching towards world origin after exiting/entering network range
merge from parentedwires_fix
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Fix crawling head IK being croooked.
Fix spine IK not rotating fully when using held items (HasHoldTypeAnimations vs HasHeldItemAnimations)
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adding war hammer blockout mesh
Small 3x3 randomised rooms added (still WIP)
Attempt at an experimental network LOD system - updates entities more or less often depending on how close they are to the player.
Uses cell coordinates
Doesnt affect players. Needs more work to stop affecting gameplay with animals etc.
Initial experiments show a 75% decrease in entity position network traffic at high distances
50% reduction in entity position updates at medium distances
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Merge from render_pipeline_testing
Added support for lens distortion and added cinematic volume profiles
Experiment with moving the cargo plane movement to the clientside
Circumvents 380 B/s per player when cargo plane is out