154,336 Commits over 4,536 Days - 1.42cph!
Set room occlusion and the admin bypass for it to be saved in editor
- avoid us having to keep turning it on & disable the admin bypass every time we enter play mode but keep the feature disabled by default in standalone builds
Add support for convars to only be saved in the editor
Connect sheep coat material parameters and genes
Sheep anim update and adding new eat animations
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Dont spawn muzzle flash for distance gunshots (I was showing flash as well as sound for all distant gunshots)
- Caused some un-needed CPU overhead for distant shots since they had particle systems
added Bull and Cow trophy models. added new trophies to the huntingtrophylarge prefab
Can still try to shave wild sheep, they just run away
Merge from livestock_animals
fix missing underwater color grading in RRP
Instead of arbitrary IsShearTool flag, just make items that are good at harvesting corpses usable for shearing, less state to keep track of and more intuitive
Show livestock popup to the right same as plant popup, better as it doesn't hide the livestock
- Set up subsystems for megaphone and mobile phone
- Deleted their override controllers ( not needed now)
fix pathing, crabs now move as a swarm, with random (size-influenced) speeds for each individual
Reduced the size of the AdditionalLightData buffer elements from 160 to 128 bytes to be more cache friendly
Don't run lights or particle system IK effects ion muzzle flashes if they've faded out
Lights and particle system IK were still running on the background for complete muzzle flashes that weren't yet recycled
With 20 bots firing AK shots simultaneously:
- Saves ~0.5 ms on particle systems
- Saves ~0.3ms on lights
- More savings with reduced shadow jobs and update handler not having to go over each of the stale lights
Around ~1ms in savings
Fix sheep corse not carrying over the shaved state, also fix the corpse not copying the pose and flopping in the air
Hide horns on female sheep
First pass on the Procgen Replay visualisation tool to trace all steps of generating a procedural map and then visualising each placement from candidate positions. Intended for bug finding and development testing.
Play/pause/restart/seek to each procgen step to see how the final map was created. Starts at heightmap generation and follows (today's) 91 stages until the map is complete.
Added editor-only hooks in SpawnFilter, Prefab, World, WorldSetup and LODUtil. Any editor effect requires first arming in the `Tools > Procedural > Procgen Replay` window, use the ProcgenReplay scene to (optionally generate and) replay map seeds.
better fleeing/startle mechanics
Update Cooked, Raw and Spoiled Lamb Meat Name to Mutton instead of Lamb
Prevent wild cows from breeding / aging / producing resources + prevent pregnancy below 60% condition
Update: ran Update Urls again
Looks like couple blurhashes got missed
Tests: navigated to dlc page with httpimageloaddelay
integrate moveToggle so shader movement critters can idle
Applied Ians generic child animator sub system shelf
Sheep shearing material and gameplay proof of concept
resized textures and caps
Merge from boatvendor_dialogue_fix
Fix boat vendor dialogue on floating cities saying wrong direction for where to find purchased boat
first pass on crab swarms
update to mesh and emission texture
Merge from sandbag_barricade_variants
Sandbags are now correctly upgradeable on player boats
steam ids, for halloween items. tweaked descriptions, placeholder icons
Added the missing bone array length guard to the skeleton gizmo so stale skeletons no longer spam the console
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Set up unique subsystems for
- compass
- detonator
- master key
- deleted their respective holdtyep controllers (no longer needed)
Optim: convert DLC tab leftovers to httpimage
- ran Assign Bundle and Update Urls
Tests: navigated to it with httpimagedelay and httpimagefailloads and normal - saw expected textures/blurs
update to biofuel genertor - added LOD0 and texture progress (near complete)
baked emission and fly particles around the food.
Buildfix: missing files
Tests:none
Added gamepad binds to cover horn, secondary attack and voice binds in action sets.
Stricter layout validation.
Boat and Train sets replace FireMode with Horn on RB so tugboat and train horns can be used.
Added voice action to all action sets on R3.
Rejig some less important actions to make room for voice r3.
Hide keyboard-only bind glyphs while a pad is active instead of showing a key hint.
Update: added assetbundles.listdynamic for debugging
Tests: checked output as I navigated through menus and connected/disconnected to server