129,526 Commits over 4,201 Days - 1.28cph!
added halloween wallpaper store icons and hooked up to wallpaper skin assets. We will need to fix in-game icons at another date
Rewrite how labels are set in ItemDefinition DoPrepare. No differences in the results, wasnt broken before, just less potential calls to the asset database
Turned off sRGB on some floating cities related AO textures, downsized some maps that didn't need to be 2k. Removed obsolete temp textures. Added some ladders around FC1 and FC2 to improve water exit. Removed a few chairs from floating walkways and barges to help with perf. Ran S2P on FC1 and FC2.
Cache entity types list and reuse instead of redoing it every time
Rpg7 viewmodel
- Reduced ironsight curve to re-frame ADS and take up same screen space in ADS as base RPG
- Includes base projectile update script with crosshair options
- Set crosshair to be visible when in ADS
Updating paintball block out rig
CullingVolume will no longer make a box collider if it already has a collider and that collider is marked as a trigger (allowing non box shapes to be used)
Fixed some awkward interactions with the underground layer controller and deep sea toggle
Refactored fog of war into two separate sets of fog - mainland and deep sea
This solves the hardcore mode and deep sea not coexisting as they both tried to write into the same fog images
Re-enabled opening the map in hardcore/deep sea
Added new server.deepseafogofwar convar, defaults to true on all game modes
merge from fix_portal_clamping -> naval_update
Fixed deep sea fog not working on death screen correctly
Fixed fog not calculating while in deep sea until the player opens the map at least once
Possibly fixed fog revealing a couple of pixels on the other side of the world
initial potentially better implementation of screen-space/contact shadows, doesn't work yet
Handle FoliageSpawns recreating in deepsea
Don't stomp activeTerrains when recreating foliage buffers
Fix incorrect terrain size in tropical3 prefab
Clamp position to the output portal when teleporting to and from the deep sea
- primarily fixes running enterdeepsea causing you to teleported to middle of deep sea because it didn't clamp the distance from portal
System uses burst cloth instead of unity physics
Set up generic circle charm with burst cloth
Baseline from hackweek prototype
▉█▍▇▅ ▊▄▋▅ ▉█▇▄ (██▍▇█▋▍ █▌▇▍ ▇▊ ▉▌█▌▊, ▍▍█▍▆▌ ▉▄▉ ▍▇▉▅ ▊ ▋▇▊█ █▅▊)
merge from optimize_reduce_dynamic_occlusion -> main
Remove the IsEntityDynamic() override in CookingWorkbenchBBQ because that is not the normal BBQ :(
- don't worry about normal bbq anyways, it was already static and seemed to work fine with occlusion
▌▋▋█▄▋▄▆ ▄ ▅▌▇▍▋ ▅▆ ▉▌▉▉▆▉▌ ▋█▌▌▆▍▊▇ ▉▇▆▌▍▇█▉█ ▄▌ █▅▌ ▌▆▉▉▆▄▉▋▅ ▊▇▍▍▍▆ ▍▋▇█ ▌▆ ▄▊▍▆ ▍▅▇▄██ ▅▋ ▌▊▉ ▆▋▋▉▋▌▅, ▊▉▍██▇▉▆█▄ ▆▊▌ ▊▉▆▆▍▆ ▊▋▆▅▆▄▆ ▊▊▄▊▌ ▅ █▌▄█▆▉▊▍▉ (▅▍▅█▆ ▌▍▋▉ █▉ █▆▇▇ ▇▋ ▇ ▅▊▌▆▌▅▅ ▅▍ ▉ ▅▍▋ ▇▆▅ ▊▆▍▋▌)
Paintball Gun - updated blockout mesh after animation feedback
Null check playable graph when setting animator controller
merge from playable_fixes
Add HideZeroWeightEdges toggle to playable graph tooling to make it easier to inspect bloated 100+ node graphs.
scientist_boat_fixes_3 -> naval_update
Drop rhib group spawn count from 12 to 7:
15 less scientist rhibs will spawn as a result.
scientist_boat_fixes_3 -> naval_update
Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions:
- Standard
- ^ + when aiming
- ^ + when reloading
- Always
merge from buoyancy_deepunderwater_fix
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
Fix playable graph IK issues
scientist_boat_fixes_3 -> naval_update