141,095 Commits over 4,383 Days - 1.34cph!
Added machete sounds and butcher knife inventory sounds
creating crossbow bowless viewmodel anims
added workbench tier 1/2 reinforced upgrades textures/materials + LODs
(gibs still need to be made)
DDraw.Arrow passes distanceFade and zTest params to the Line() call correctly (was just repsected by the arrow head)
basis for bridge generation, just finding bridge segments on road paths and breaking down into entry/middle/exit sections
Bugfix: when exporting a snapshot from recorder scopes skip fast-forward logic to 0 callstack depth
Tests: recorded coroutine, was able to see all 3 log calls (before yield, after 1st yield and before yield break). But something's corrupting memory for subsequent perfsnapshots
Added support for interleaved cached shadow rendering and added a new set of convars for controlling shadow caching settings
merge from playerrigupdate2
Merge: from serverprofiler_recordscope_pause
Need it for experiments with profiling coroutines
Hook up mortar to overlay, setup pitch/yaw rotation on mortar, fix not being able to get close to the mortar because of old colliders, fix pitch clamp to match mortar angles 0-45.
Start cleaning up and removing a lot of objects from the old prefab.
Add a generic overlay to use with mortar's distance text - basically just binocular overlay without the scope.
shorten io info text for scaling issues
Visibility on heavyplate jacket and pants
merge from waterwheel_headbob
fix error rendering reflection probe when vclouds were disabled
Reposed heavyplate jacket, gauntlets and pants, added tshirt and trousers
made ProceduralMapRoadSimple usabel
storing "point types" in PathInterpolator to let per-usecase definitions of types along path points - initially only having circular road ring define some path types for BridgeExitEntry and BridgeSegment to have it sit above water instead of bringing terrain up to it
kiosk shop sign lods and view distances/resolution for painting
Bugfix: prevent taking perfsnapshots if a recorder scope is currently active and vice versa
- also fix recorder triggering NREs because it tries to run perfsnapshot code
Tests: ran profiler scope spanning multiple frames. Checked output, it's not making sense, investigating deeper
Added support for variable frame rate shadows based on distance from the light to the camera
Fixed offset on male socket of floor frame grill
Fixed server map not showing in connect modal
Fixed friend text size in session modal
Cleaned up icon submeshes too
Copying something in the server admin player panel only copies the value
aniso and texture filtering import options, fixed inconsistent use of trilinear filtering
Bowless Crossbow - weapon rack positions, icon
Adding bowless cross bow world model rig
Bowless Crossbow - updated worldmodel missing small parts
Bowless Crossbow - updated worldmodel
Shadow caching now works with spot lights
Make sure loadouts are refreshed when connecting to a new server
New or removed loadouts also mark the window as dirty for all admins
Added "Reduce Startup Yield Times" setting to editor playmode speed-ups section (defaults off). Switches the 9 Bootstrap yield 0.1s for 0.01 when running in the editor.
Saves 0.8 secs for editor bootups.
Add satellite specific explosion (temp)
Search bars only capture escape if they are selected and have content
Increase move/spin speeds
Add some very temporary VFX
▍▄▅▇▉▌ ▄▋▅▇ ▄▇▌▆ ▌▆█▆▅▋▄▄ ▌▇▉▄▇▄▌█▍▊▉ ▉▆▋▅ ▉▍▊▍▉ ▊▍▉▅ ▌▌ ▌▋▇▋▍█▋▌ ▆▌ ▌▉█▍▍
New PipeMeshGroupManager, supports merging multiple IO pipes into a single mesh for better performance
Uses the same underlying job system to generate the mesh, just at a bigger scale
Merge from terrain_renderer
Fix shader warnings in terrain compute (prevent possible edge case issue)