111,967 Commits over 3,928 Days - 1.19cph!
Fixed wallpaper being colored by shipping container custom colors
Also remove water caustics where ocean is culled
Removed shore wetness from canyons (again, accidentally reverted)
Update: fixing depr warnings in TMP
Originally I excluded it from fixes as it was an external package, but it has a couple of our fixes already.
Tests: none, trivial changes
AddToWaterMap correctly handles cases where lakes sit lower than the ocean
Don't render ocean where lakes are (determined by lake topology)
Added commands to easily apply and remove wallpaper to building blocks
- ent setwallpaper <radius> <skinid> (skinid set to -1 will randomize a skin for each blocks)
- ent removewallpaper <radius>
merge from FrontierHazmat/burst_cloth
Update: Review feedback
Avoid creating a struct when fetching state of ParticleSystem
Tests: none, trivial change
Derive graphview edges to store fsm transition information directly in them
Fix undo not working when renaming fsm nodes in the UI or changing state properties
Made underwater checks more stringent on divesites
Redoing some deployables I lost to a crash
Added terrain wetness around rivers and lakes
renamed mushrooms.mat to mushrooms_red and added other colour variants. changed to metalness workflow and added slight transmission plus easily tintable in the detail map
FSM UI now properly add new states at mouse location
burstcloth
- fixed siblings applying too much force as they were being iterated twice in different directions (this was increasingly unstable with higher numbers of substeps and constraint iterations)
Fixed terrain wetness displaying in canyons
Fixed lakes not displaying on map
Made the way water is displayed on map slightly nicer by taking distance to shore into account, not just depth
Vendor Mismatched Fields -> Main
Merge: from main
Tests: Build all modes
Fixed travelling vendor mismatched fields
Merge from world_update_2
Fixed rivers having the lake instead of river water body type set
Fixed rivers ending too soon when getting close to the ocean (regression from all the recent changes)
Fixed river splat sometimes going crazy where rivers flow into the ocean
Fixed harbors overlapping rivers
viewmodel burstcloth angular limit tweaks
Updated all wallpaper mats to use MULX2 blend type on the detail layer (fixes missing normal and occlusion)
Support underwater effects in lakes
Add option to export code only FSMs to graphviz to help porting existing FSMs to the new UI
restored viewmodel wallpaper renderer
Set all wallpaper skins unlocked by default for now so its easier to test on staging
Merge: from /main/pool_reduce_freeunsafe
Tests: tested on feature branch with build tests
Update: Replace Pool.FreeUnsafe with Free
No funcitonal change, just reducing work in the future. Also updated relevant binary.
Tests: Build a win64 client locally and built all modes in editor.
Using mountain topology to reject monuments inside canyons as that is about the only one that will leave cliffs, decor and forests intact
Changed monument spawn filters in world setup prefab
updated wallpaper view/ world model prefabs and vm rig with latest mesh
Skin setup
Created wallpaper steam item and flagged the default wallpaper skins as unlocked by default
Added a setting to ItemSkin to let us flag a skin as unlocked by default
blowpipe viewmodel mesh for alex
temp textures
Restored wallpaper.entity WallpaperModelRenderer components
Updated Wallpaper World Model FBX to fix flipped UV's on LOD 1 and 2
FIxed Wallpaper World Model FBX not having LODs
Updated Wallpaper View Model and World Model to have correct names and data names
FIxed Wallpaper World Model UV rotation error.
Merge: from main
Tests: none
Fixed digital clock UI server fields mismatch