146,465 Commits over 4,444 Days - 1.37cph!
WIP on industrial barricades before switching branches
deploy updates on 3p animation content
merge from PlayerRigUpdate2
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lower culling dist on broken tiles, disabled shadow casting on them
shader complexity lower on the checkin desk, got rid of blend layer
Applied the new melee weapon subsystem to the diver torch
The skull torch was a variant so it was already using the new subsystems
Removed the hacks we implemented to play the turn on and off deploy aniamtions (cleaner implementation by the new subsytem)
TODO: remove corresponding states and parameters on the player animator
Fixed visual calculation
Increased initial scrap fee to 260
Reduced scrap per hour cost to 10
Show time remaining for rent in the vending machine storage loot panel
Fix shop interaction
Move all admin interactions to the contract sign on the side of the store
FIxed rentable shop vm admin panel pointing to old admin menu
Fixed new vm admin menu not being closable if the main menu isn't loaded (editor only issue)
Fixed interaction flow for vending admin panel in rentable stores
Fixed wanted posters clearing the name when entering the deep sea
Simplified the "Deployable Snapping" dropdown to just two buttons
Removed a 444 byte allocation and 0.01ms cost every footstep figuring our if the player is barefoot (just calculate it once when we rebuild the player model)
Mark wearable renderers that are shadow only as update when offscreen, fixes some body parts culling in the local players shadow at some perspectives
Periodically recalculate the bounds on all of the skinned mesh renderers on a ragdoll so that the culilng bounds are up to date. (Every 9-10s)
Should be more performant than just enabling Update when offscreen
First iteration of an automated system to find correct deployable snapping values.
Will place a deployable against a ghost item in editor and calculate the perfect measurements
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round up BDU projectile protection this time without a bunch of random shit changed
round up BDU projectile protection
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merge from apartment_complex_monument/prototype -> apartment_complex_monument
Do not try to init vaudio_speex when using Steam voice
Build vaudio_speex on win64 for `sv_use_steam_voice 0` support
Removed a bunch more Xbox360 GameUI code
* Removes point_bonusmaps_accessor entity
Update Workshop stats in Steam according to Steam constraints
Prevent player.CreateNextBot and `bot` command in singleplayer
Fixed SpawnIcon positioning for certain models (Community Contribution)
Crossbow bolts tweaks
* Fixed crossbow bolts hitting surrounding bounds of weapons and ammo/etc entities
* Make hitting invulnerable props apply physics force to them. This was partially a bug with changes to being able to reflects bolts off of props.
Fixed potential crashes in material system
update apartment_complex_monument/prototype
Deploy and shadow animation updates on rifles
debugging options for seeing thrown darts in debugcam, fixed logs, fixed prefabs of scoreboards, fix crashing in 2p postgame
Disable skin viewer view in hands button for held entities not using the viewmodel camera (cultist deer torch)
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Fixed guitare skin viewer framing
Fixed table skins not loading in the skin viewer
fix 3p animations facing sideways oddly (turn off SpineIK on animation subsystem, apply extra rotation to anims)
Merge: from stringview_indexof_fix
Initial attempt at a Train Ai that can patrol our existing rail network:
- Based off the backend systems for Boat AI
- Will reverse at dead ends
- Will only work if theres a driver in the train car
Bugfix: StringView.IndexOf - prevent skipping a character if we had to abour a sequence match
This affects Contains, Replace and IndexOfAny as well, as they depended on IndexOf
Tests: ran unit tests, they pass
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Update(tests): add a unit test case for StringView.IndexOf failing edge case
Tests: test fails as expected
Setup components to allow for holosight to hide its sight rail depending on gun it is attached to
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