243,392 Commits over 3,898 Days - 2.60cph!
Removed simplelight from gate prefab.
fixed AC unit missing collision on roof, was mesh - not prefab
moved mesh colliders from LOD0 to parent on radhouse_large
Add some more [EquipmentResourceProperty]
Initial commit for Network Priority for Network Objects. The idea is that you can mark a networked object as Low, Medium or High (default) network priority, this will dictate how frequency updates are sent out about that object.
Compute shaders for Auto Exposure - not yet used
For generating the histogram for auto-exposure as used by tonemapping. These 2 shaders will geenerate the histogram and weighted average. They are not yet used. Currently Valve use occlusion queries and generate it as part of tonemapping.cpp. These shaders may prove better than that system.
Free cam
Update spritetool
Models and materials updates
Level 1 progress
Moved hobo to lighting prefab, because it has bespoke optimized lighting for that area.
Merge from hood and cuffs
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Small hue tweak on Hobo lights.
Rename effects.hurt to effects.hurtoverlay so it doesn't become the default executed console option when trying to hurt yourself
Inspector properties: increase context-menu area beyond label text, let control handle copy/pasting to match what's displayed (eg pasting colors from hexcode), exclude quotation marks when copying
bunch of tweaks along the way
Add Graphics.CameraPosition
Disabled a small metallic wall shelf because problematic unavoidable specular lighting bleed.
vm blunderbuss - set rotate around muzzle value back to 1, fixed clipping issues instead via rotate amount test
Make sure SceneCamera is not null in UpdateSceneCameraTransform
Update facepunch.libevents
We can network component references directly now
Expose per weapon armor / helmet reduction so we can further balance weapons
Merge from hood_and_cuffs
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Support ext:vtex etc in find
Add extension filter on assets
Moved convar to Effects.hurt for consistency with other image effects.
Added option to menu UI under Image Effects.
BytePack.ISerializer implementation for Connection. Also make sure we clear Connection._mockConnections on ResetEnvironment because I think this dictionary would never clear otherwise. Remove long-time unused net_lerptime ConVar.
merge from attack_heli_mount_fix
merge from io_flooding_fix
trike wheels lod3 normal fix
merge from ping_estimation_fallback
merge from fix_runtime_profiling_pooling_warning
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merge from cargo_kill_triggers_fix
HurtOverlay and HurtPunch now respect showBloodOverlay convar so that we can disable just the image effects.
(This is in addition to showBlood which already exists and disables the hurt effects but along with other blood particle effects)
Added showBloodOverlay convar for hurt image effects. (not implemented yet)