140,490 Commits over 4,536 Days - 1.29cph!
FIx no navmesh in underwater labs and parts of underground tunnel
merge from terrain_mac_fix
Fix lod extent field not being set
merge from monumentblocker_fixes
merge from powergridenginefx_nrefix
merge from monumentblocker_preventmovement
merge from arrowhead_fix_3
merge from contact_list_note_fix
merge from fix_rendererlod_mats
- Prevent child state from re-entering itself from parent transition (common cause of bugs)
- Fix croc never entering onNavmesh state
- Fix pendingStates not working when logIssues is disabled
- Fix livestock fixtures being broken when using new navmesh
updated building skin testing save file
scrap king - building grade, localization, upgrade command
scrap king building skin - wip models, prefabs setup, conditionals
cherry pick from planters_guide_fix
cherrypick 21 various guide mesh fixes from prop_optimisations
cherrypick tier 3 workbench guide mesh fix from prop_optimisation
cherrypick small engine guide mesh fix from prop_optimisation
cherrypick tripod spotlight guide mesh fix from prop_optimisation
cherrypick wind turbine guide mesh fix from prop_optimisation
2nd pass cherry pick on boat building station
cherypick boat building station guide mesh fix from prop_optimisation
cherry pick chanelier guide mesh fix from prop_optimisation
chery pick sail guidemesh optimisation fix from prop_optimisation
cherrypick cannon guide mesh fix from prop_optimisation
Add achievement for killing a player with a mortar shell
Add achievement for renting an apartment
- Add new achievement for inserting a heavy fuse into the power plant
- Can now get the player responsible for item moves in an ItemContainer. Needed for this achievement and also fixes the analytics event for inserting heavy fuses sometimes using the wrong player
- Cleanup some of the new clan achievements code
- Fix ai.showstate text being on a single line
- Fix kicking not working
- Worldmodel set up
- Added placeholder sound events to viewmodel anims
fixed pooled renderer lods using lod0 materials on other lods. refactor toSet param since its no longer used.
- Hook new cow stomp, sheep turns, happy canter
- Calves now do the opposite of old cows, they always move faster (it helps them keep up with their mom despite their smol legs)
- Cows now remember if you attacked them, and don't just get chill towards you instantly after fleeing
- Cows can kick if you run after them too close while they flee
- Baby now spawns laying down, and slowly gets up while the mom looks at it
- Fix bull turning its back to you when you approach it and it's defending a cow, it should just stand its ground
- Fix all cows fleeing when you shoot near them, but the bull keeping grazing as if nothing happened, now he should attack
- Fix cows stopping flee despite the threat still being close
Wire pass on the 4x small randomised rooms so far
nailgun refresh latest vm anims exported
Cherry-pick: Add dedicated depth texture for motion vectors
Add dedicated depth texture for motion vectors
fix staying lods staying active when pooling
- Fix rendered icons not using the same cubemap
Merge from main (discarded entity rig update from main)
Fixed super tight fov on character creator
- Bake a reflection probe inside the customisation scene
- Setup new cubemap as environment default
Added AudioSourceEntity tests, download timeout
Improved client playback time synchronization and URL validation
Polishing pass
manually reverted
161177 and tied it to a poolable.cachestatesoninit convar for further testing, stops the jungle fps drop
Add special transparent motion vector pass to view model
This new pass is used for transparent-yet-solid objects like the Crystal AR skin. I also moved the view model's motion vector pass to OnBeforeImageEffects (after transparent) where writing to the depth buffer has fewer consequences.
- Fix graze share counting the walk so fullness kept falling
- put the old drink rate back
- let starving animals roam for food
- guard ResetPath on unplaced agents