10,811 Commits over 1,919 Days - 0.23cph!
Set up improvised shield prefab variants
Show vending machine names in the F1 UGC panel
Deleted underwater_divesites scene folder, all divesites now use a prefab based workflow
Applied a force include SceneToPrefabTag to the rocks root in most affected monuments (rocks were being ignored by HLOD because their root was below the cutoff for HLOD generation)
S2P Trainyard, Arctic Research Base, Satellite DIsh, Powerplant, NMS, Military Tunnel, Lighthouse, Harbor 1
More accurate HLOD warnings for renderer setup issues (missing materials, mismatched submesh counts, etc)
Fixed "Create HLOD" button on HLODBounds component reusing previous bakes
Revert radtown scene to version from radtown_fixes, has more up to date fixes
Merge from radtown_monument_fixes
Added a ServerTick method to HeldEntity, called when the player is holding it
Added server side shield positioning to approximately map where the shield will be on the server to match the client (as held entities just get parented to the root on the server but we need accurate positioning for this)
Shields can now take hits from server side projectiles like auto turrets and NPC's
Some folder restructuring now that we have actual assets
Merge from main (stomp PlayerAnimation, will need to redo changes)
Proof of concept for using AsyncGPUReadback to get the mesh data from the GPU even if it's been marked as non r/w
Only grabs vertices for now
Adjusted RendererBatch inspector to more accurately recommend fixes (eg. LOD0 and LOD1 are incompatible but LOD2 is batchable, now shows all issues and a buton mark the mesh as r/w)
Updated the scene wide fixers to mark a mesh as r/w if at least one mesh in a LOD hierarchy is compatible with batching
Reran the automated updater, gixed a further 62 items
This brings the batches in radtown to around 2300, a saving of around 700
Added a warning to the RendererBatch component if a mesh has been assigned that is not compatible with renderer batching
Checks for submeshes, vert counts and r/w status
Added a tool in "Tools/Optimize/Find RendererBatch not marked read write/Fix" that will enable r/w on any models in the scene that are otherwise compatible with batching
Ran this on radtown, picked up 177 objects
S2P radtown
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups
S2P and HLOD generation
Fixed some placeholder stuff for gesture slots that are empty
Fixed radial menu defaulting to the text of the last opened radial menu if opening a new menu that has no enabled options (bug is extremely old, very obvious when switching between gesture wheels)
Revert WaterSystem.cs to the version from main, should make merges easier. Looks like it was missing a bunch of stuff due to various botched merges over the years
Added demo.saveShotFolderAsAnim, saves all shots of the current demo as anim files
Fixed large stables vendor getting killed on server restart
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Reverted the divemaster missions to a max 500m
Added a new allowDoubleDistanceIfNoOptionsAreFound field, this way there's no chance that a distant divesite will be used when a smaller one is in range
Experimenting with some ore resource entity optimisations
Remove all children (except for foliage displacement on client)
Store stage meshes and collision meshes in a new StagedResourceEntityInfo PrefabAttribute so we're not storing the same information on every single ore
Removed a SendMessage
Automated upgrade process
Only applied to ore_stone for testing so far
Increase maximum range dive sites can be from the divemaster NPC (500m -> 1000m)
Resolves these missions sometimes not being able to start
Run the update process on a fresh version of the animator from main, fixes all overrides
Update animator script upgrader to replace the animations on the walk and crouch blend trees with their new versions, fixes overrides losing their data when we update from main
Switched player_model to use standard animator (it was getting set to this at runtime anyway)
Removed some test animator controllers
Remove the mention of floating bottles on the load screen tips
Disable two scroll rects in the inventory when the inventory is closed, should save about 0.02ms (big gains)
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Disable underwater blur when using underwater_cinematic convar
Added prop opffset support when holding a left hand dominant entity
Refactor held entity aim settings so we can toggle which is the dominant and non dominant hand (to support left hand parented weapons like bows)
Added option to only apply hand aiming while in ADS
Rebuild manifest, includes missing cliff rocks
Remove old spineIkAimOffset system, superseded by new components
Fixed left hand IK not getting applied when switching between weapons
Finally fixed up/down spine look appearing incorrect and tilting to the left, legacy aim offset animator layer was being enabled and affecting the final pose
Fixed pose solver breaking if the held entity is missing a non dominant hand IK target
Added throw support to pose editor
Removed right hand pose component entirely
Added basic camera rotate and pitch controls to edit scene
Removed some leftover logs
Fixed some incorrect rig behaviour when entering and exiting edit mode
Remove dedicated right hand aim component (now builtin to AimPose component)
Expose right hand aim offset per weapon