130,443 Commits over 4,201 Days - 1.29cph!
    
    
    
        
        
            
            
            
                
                Have croc always use max speed if it's charging in water, as it doesn't get tired easily like on land
                
                
                
                
             
         
        
            
            
            
                
                Reduce volume of croc swimming fast
                
                
                
                
             
         
        
            
            
            
                
                - Tiger will only flee if aimed at precisely, incentivizing trying to spot the tiger after a growl instead of just aiming in general direction then forgetting about it
- Tiger will not flee if aimed at with a melee weapon other than the spear
- Tiger will only flee if aimed at from a long distance, else it'll just commit to a charge, incentivizing walking away first if tiger is too close
                
                
                
                
             
         
        
            
            
            
                
                Disable client predicted catching for now
                
                
                
                
             
         
        
            
            
            
                
                Way more accurate landing point logic
                
                
                
                
             
         
        
            
            
            
                
                Client predict catch logic
                
                
                
                
             
         
        
            
            
            
                
                atmosphere experimentation
                
                
                
                
             
         
        
            
            
            
                
                Prevent crocs from swimming in too shallow water / alternating too fast between swimming and not swimming
                
                
                
                
             
         
        
            
            
            
                
                Adjust croc population to account for the fact they can only spawn in select places
Slightly reduce tiger population
                
                
                
                
             
         
        
            
            
            
                
                Fix sleeping bag corpses spawning their own corpse so they could never truely be destroyed
                
                
                
                
             
         
        
            
            
            
                
                Create sleeping bag corpse as a variant of the normal sleeping bag prefab
- keeps all respawn prefab setup identical
                
                
                
                
             
         
        
            
            
            
                
                Fix corpse not being spawned from `ent kill` after refactor
                
                
                
                
             
         
        
        
            
            
            
                
                Reassign all the corpse references since the field name was changed
                
                
                
                
             
         
        
            
            
            
                
                Refactor / rewrite so that corpses are dropped from `BaseCombatEntity` instead of `StorageEntity`
- rename methods like `DropCorpse()` -> `DropDeployableCorpse()`
- keep it seperate from normal animal & player corpse code
                
                
                
                
             
         
        
            
            
            
                
                Add a bit of randomness to the starting rotation on client only (doesnt affect the hit box)
                
                
                
                
             
         
        
            
            
            
                
                Add support for sleeping bags corpses to be destroyed after a player spawns on them
                
                
                
                
             
         
        
            
            
            
                
                More realistic boomerang rotation! What boomerang only rotates on one axis anyway?
                
                
                
                
             
         
        
            
            
            
                
                Half boomerang outwards travel distance
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Minor cleanups
Fixed HLMV.exe not running in win64/
Include Episode 2 Zombie Torso
Apparently ep2_outland_01 complains about the model being different
Include Episode 2 version of water_riverbed01
I have been assured the Episode 1 version is not used in Episode 1.
Fix prop_ragdoll.StartRagdollBoogie map input param type
                
                
                
                
             
         
        
            
            
            
                
                Minor cleanups
Fixed HLMV.exe not running in win64/
Include Episode 2 Zombie Torso
Apparently ep2_outland_01 complains about the model being different
Include Episode 2 version of water_riverbed01
I have been assured the Episode 1 version is not used in Episode 1.
Fix prop_ragdoll.StartRagdollBoogie map input param type
                
                
                
                
             
         
        
            
            
            
                
                Fix prop_ragdoll.StartRagdollBoogie map input param type
                
                
                
                
             
         
        
            
            
            
                
                Set viewmodel loaded anim param
                
                
                
                
             
         
        
            
            
            
                
                Minor cleanups
Fixed HLMV.exe not running in win64/
Include Episode 2 Zombie Torso
Apparently ep2_outland_01 complains about the model being different
Include Episode 2 version of water_riverbed01
I have been assured the Episode 1 version is not used in Episode 1.
                
                
                
                
             
         
        
            
            
            
                
                Added support for fog and snow machines
                
                
                
                
             
         
        
            
            
            
                
                some aggressive optimizations to vectorize better, mostly switching out repeated inline coordinate->index operations with single int2x4 operation - makes a difference with the loop count we're looking at
                
                
                
                
             
         
        
            
            
            
                
                Added snake to hunting trophy (large)
                
                
                
                
             
         
        
            
            
            
                
                Fixed a bug that caused the deferred indirect lighting pass to not run
                
                
                
                
             
         
        
        
        
            
            
            
                
                Slightly increase snake slow duration
                
                
                
                
             
         
        
            
            
            
                
                Baseball Cap - Added new baked AO texture and also turned it into the gloss channel for the existing spec texture
                
                
                
                
             
         
        
            
            
            
                
                Large Wood Box - Added an interior mesh to the box, with normals pointing inwards, and a new UV shell in a spare space to allow for much improved transparency support on this asset, giving workshop creators a lot more freedom
Updated all textures to support the new UV shell, the rest remains unchanged (Not really necessary since it wont be seen on the default skin, but might be useful to creators that don't export the model to find the new UV)
                
                
                
                
             
         
        
            
            
            
                
                fixed material setup on security gate
                
                
                
                
             
         
        
            
            
            
                
                ▉▅▌▍▆█▋▌▍▅▍▄▅▋▍▊ ▆▊█▍ ▉▊▇▅▄▊ ▆▍▆▉▍▉▅▅█▆▊ ▊▇▌▊▌▍▌ ▊▉▄▌ ▉▊▅▉▊ (▉▇▍▌▊▍▉▆▌▊█)
                
                
                
                
             
         
        
            
            
            
                
                ▉▊█▉▇▊▌▌▋███▋▊ ▉▇ ███▅▆▅ ▍█▌▇ (█▊▊▍▅▄▇▅▋▅▄)
                
                
                
                
             
         
        
            
            
            
                
                added effects game object in prefab 
copied similar lights from duo sub and tweaked values
                
                
                
                
             
         
        
            
            
            
                
                cant save thrown boomerang
                
                
                
                
             
         
        
            
            
            
                
                - Retain Boomerang on hit (lodge it like other projectiles)
- Scrap bunch of left over hatchet stuff on world model
- Setup semi decent LOD values
- Standardise both thrown and world model settings
                
                
                
                
             
         
        
            
            
            
                
                Rover Sub 
LODs, Col, and GIBs 
materials and textures 
setup propellers individually to be controlled via code
                
                
                
                
             
         
        
            
            
            
                
                Updated hide pants and hide shirt material dirt layer
                
                
                
                
             
         
        
            
            
            
                
                Added spec/gloss texture to hide pants and hide shirt, plugged existing AO texture in and tweaked material to use it
                
                
                
                
             
         
        
        
            
            
            
                
                Refreshed LODs with the new lod baking tool, a first pass
                
                
                
                
             
         
        
            
            
            
                
                Update: adding throw away tests to investigate how I cuased a native crash yesterday
So far everything points to BasePlayer being removed after we cache all transforms for the burst jobs and before the first RecacheTransform invoke, but I haven't tracked where it's coming from.
Tests: ran the hacky unit test
                
                
                
                
             
         
        
            
            
            
                
                Removed the additional flags buffer from the deferred indirect lighting implementation as the data is now packed into the emission target's alpha channel instead. This should hopefully fix the performance issues with the deferred indirect lighting.