110,897 Commits over 3,897 Days - 1.19cph!
Added shadow cache blur scale param to ShadowCacheBlur.Apply()
Fixed ring rail and road not (or barely) finding valid paths on custom maps (this needs testing before we can apply it to main)
Can now loot another player's backpack if you're behind them and close enough
fixed the world setup stack
backpack skinned model and wearable setup
Added backpacks, only one can be worn/carried at a time, adds new separate row of storage slots. Can be interacted with from the ground or inventory, slightly reduces move speed.
WIP on some lighting issues
Fixed TerrainPlacementMap issues when used on custom maps
Change SkinViewer to be a prefab instead of a scene, and load it as a prefab.
Change main menu UI to be in screen space camera instead of screen space overlay, and change the video to be on a rendertexture. Allows for a second camera over the top.
Editing is now locked while a player has a held entity (please don't shoot the mannequin)
Player no longer collides with mannequin rotation gizmos
UI fixes
Rebuild missions HUD to use flexbox and RustText
Label optional objectives as optional on the HUD
Can now edit all three bones on each finger
Can no longer open the mannequin loot while editing is taking place
Rebuild the missions UI using flexbox
Show bonus rewards on the missions UI as they unlock
Fix missions UI not refreshing rewards fully when updating
Eliminated the brief snap to incorrect pose when first spawning a mannequin
Even simpler setup. Managed to remove the sky dome in the viewer without breaking things.
Fixed confusing rendering issues in skin scene. Gave the scene a blank black background
Implement a hash check to limit excessive clothing rebuilds, mannequins will now only regenerate their clothing if the clothing actually changes
FX profile for skin viewer
Stripped down the skinviewer camera to the bare essentials
Basic ability added to click an item's icon in the in-game item store to open up a 3D model view of that item with its skin applied. Currently only works for deployables - weapons/clothing coming soon.
Item icons
Fixed mannequins wearing underwear or enabling censorship cubes if the respective censorship setting was enabled
Added a small support rod that appears if both feet on the manequin aren't touching the ground (realism!)
Default mannequin to T-pose and add a T-Pose option to the animator
Mannequin edit will now get cancelled if the player editing gets disabled or leaves range
Can no longer rotate the hips
Initial
Added normal & large breadboard entities
Save IO components when picked up & placed down
Refactors
Added dances to animation selections
Applied a grid texture to the mannequin
Split the missions panel out of the inventory UI into its own prefab
Give bonus rewards for optional objecives if they are complete when finishing the mission
Pool performance issue debugging
Remove copy of mission rewards in mission instance protobufs, use the original from the mission SO instead
Set up custom editor for mission objective entries
Initial setup for supporting bonus rewards for completing optional objectives
Updated raytracing controller
Updated world-space AO ray generation shader
Added raytrace extension to filetypes conf as txt
Added closest hit passes to a few shaders
Make drone deployable lose control when colliding with players
Modifying placement method for more efficiency
Added a swap option, can now swap your current clothing with a mannequin (refactored part of the locker swap process and made it static so we can reuse it as it seems pretty battletested)
Increased the size of the joint gizmos so they're not entirely clipped by the mannequin when wearing bulky clothing
Can now modify the neck and head bones
Added the ability to open an animation window while editing mannequins, allows player to pick from a list of animations and scrub through them to set a pose
Bones can still be manually manipulated after selecting an animation, so the animations can be used as a starting point for further refinement
Object spins based on velocity of drag release