125,826 Commits over 4,171 Days - 1.26cph!
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
Removed untranslatedName in LandmarkInfo, wasn't necessary
ClientIOLineEditor server compile fix
merge from main (needs codegen)
moved the bridges between food and farm barges out of barge prefabs as it is likely to be connected differently in other floating cities
centered pivot of medical barge
merge from cargopath_map_smooth2
baked convex colliders for ring1 and ring2 prefabs, improved bumper tire chain collider accuracy
moved the static doors out of doors category in the ghostship variant art prefabs
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Changed console system class and function min length to 1 character (from 2) (modding request)
Add HeightOffset to foliage placements, and force refresh in editor now recreates buffers for foliage instancing to allow for realtime placement adjustments