125,898 Commits over 4,171 Days - 1.26cph!
Update: UI_StoreTakeover - store paths instead of guids
- ran Update Paths
Our filesystem backends only work with paths, so GUIDs were useless.
Tests: none, trivial change
Merge from vram_monitoring
security tower lods and collision.
skeletonjail collision.
fender lods converted to meshlod.
Prevent mip map discarding being enabled for texture streaming, as textures that should be in use are being discarded when they shouldn't be
fixed launchsite crate wheelie on pipe
LS s2p
made chainsaw vm idle anim longer
Updated Radtown loot spawns, T0 had more and sometimes better loot spawning when generating in t0, T0 nerfed - T3 buffed
s2p
Update: UI_StoreTakeover - store GUIDs to referenced prefabs
- Ran Update GUIDs on MenuUI2_Store
same goal as before, try to dynamically load/unload store pages.
Tests: In editor, opened Abyss store page
Chainsaw chain now moves in third person
meta_shift -> main - blueprint fragment baseline
merge from naval_update/deep_sea
meta_shift/loot -> meta_shift
Added DeepSeaFloatingCity component back to the floating city prefab
Manifest
Just used lock steering - players do this anyway
Better steering tangent calculations (prevents slamming headfirst into walls as much)
Update: Run "Update GUIDs" on all store overlay page prefabs
Tests: loaded Abyss store page in Editor
Update: UI_StoreItemOverlayPage - store GUIDs of textures
- Added utility to fetch GUIDs from already assigned textures and saving to disk
Getting ready to switch to guid resource tracking instead of relying on unity to always load textures
Tests: Loaded into bootstrap scene in editor and opened Abyss store page
merge from naval_update/floating_cities
Merge from ai_scientist_iteration
- Fix for third person attack hit not playing whilst crouching
- Reload (unscrew cap) and chain pull sounds now play in third person
- Move some visual update logic from OnFrameWhileHeld (local player only) to PostLateClientCycle
Use unitask for async operations
created a new material for the junkpiles that can be used on barges
updated farm barge material overrides
- Added more control over the emission blinking feature by adding a power that controls the sharpness of the blink, and min and max values for remapping the extents of the blink wave.
- Renamed the Remap function in VolumeCloudBase to ClampRemap as it was causing conflicts with the new one in common as some shaders include both files, it also performs a clamp on the values, so this makes the name more specific.
Adding updated climb and sky diving anims
moved HeightMap and TopologyMap query jobs to be deterministic
switched erosion jobs to FloatMode.Determinstic for cross-platform determinism with procgen (minimal performance impact in this case)
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Added two new plywood dressing variants for improv walkway kit
merge from naval_update/deep_sea/cargoship
Vehicle whitelist for deep sea portals
Added a debug convar to ignore the whitelist for testing purposes
Added empty Edit/finish editing menu options to the steering wheel.
Godegen.
s2p bluecard monuments
airfield
powerplant
trainyard
watertreatment
burst update 1.8.18 -> 1.8.25
added additive judding layer for when the vm chainsaw is switched on and edited 3p attack idle animation
- Added a scroll velocity for the emission mask.
- Made the emission mask UVs separate from the emission UVs.
pump shotgun animation updates
floating city 2 initial idea layout
Steering whell placement prefab setup
merge from landmarkinfo_revert