146,000 Commits over 4,413 Days - 1.38cph!
Update: disable lightmap baking on scene load for PlayerModelBenchmark
Tests: deleted generated assets, reopened scene - no new lightdata
Update: add PlayerModelBenchmark scene to the build list
- also add it to recognized +autobench list
Tests: none, trivial change
Update: add PlayerModelBenchmarks cene shortcut to Scenes menu
Tests: compiles
network++
save++
persistance++
fixed BDU protection values switched
commiting a bunch of meta files plastic moaning about
ballistic armor condiction pass
Merge from tutorial_animator_fixups
Delete some more deprecated components
Removed the deprecated cinemachine camera component from the end tutorial cinematic
Update the tutorial NPC to use a child animator rather than cinematic mode (we'll eventually phase out cinematic mode)
Merge from PlayerRigUpdate2
Added a toggle to disable spine IK to animator sub systems
Applied to shopkeeper NPC
Hardcode drop_item gesture to 1s as it's now faster
Added a toggle to all animation sub systems that disables them when gesturing
Not a great fix, would be cleaner to move gestures to their own sub system but for now it will have to do
Fixed vehicle aim yaw not being carried over when changing weapons while mounted to a boat seat
Refactored to just use a static list of parameters (see AnimatorFloatParamsToCopy)
New rear turret IK curves
Map hand ik to a curve instead of using raw values (just like the parachute)
- Good first pass curve on front
- Good first pass curve on rear
Map distance to turret during reload to a curve. Reduces snapping on the rear turret at the end of animations
- Good first pass curve on rear
Industrial Torch - Updated textures, changed bc from png to tga, added glass emmisive texture, setup all materials with the new textures and correct setting for on and off variants
illuminated buttons;
- ran manifest
illuminated buttons;
- rebuilt as prefab variants
- updated colour swap lookup entries
WIP using base color brightness instead of base color tint
Merge from main (no conflicts)
- Add settings for emission colour to entity colour lookup asset
- Allow spraycan color change component to set which shader properties it should target
- Spraycan color change component now handles present EmissionToggle components on its target renderers
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merge from beenie_deformhair_enum
riot helmet uses beanie deformhair
More beanie conditional meshes
Updated appropriate headwear to use beanie deformhair
mid-length beanie conditional setup
set up weapon charms on bowless_crossbow and m16a2
unity 6 VolumeManager fixes
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Added beanie option to DeformHair enum
Industrial Torch - Updated view and world models with changes to UV2 for emmision, cropped emmisive filament texture
merge from fix_guid_null_error
merge from fix_texture_analyzer_atlas
DeployGuides: more explicit depth/stencil format
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
merge from ceiling_gold_stars_rotation
merge from Fix_odd_deployguides