143,539 Commits over 4,413 Days - 1.36cph!
Fixed DDraw text color grey tint
https://files.facepunch.com/raul/1b2311b1/tint_fix.png
Fix broken collision + material on an excavator light
S2P excav
PressButton merge, compile fix
merge from main -> optimize_train_track_meshes
Fix CommentComponent being reserialized with different line breaks due to Unity clamping yaml string length in prefabs to 80 characters
- normalize every line break to \n so it can't change when saved on different platforms
- this fixes RidableHorse constantly wanting to be commited
More progress
- generate meshes right away when running on server (so they can be assigned to colliders) while keeping it defered on the client so we only generated meshes when in LOD range
- create PathMeshLOD which is MeshLOD + request mesh generation when the lowest LOD becomes visible & destroy when no LOD is visible
- fix the "job" version creating a job per mesh segment instead of batching every 5 segments together
- some more fixes with the mesh generation (stuff like handling both 16bit and 32bit indicies instead of assuming every mesh is <65k verts)
Skin viewer ticks the viewmodel components so we can have the space lr300 ammo counter working, default ammo for rpg etc
General store view fixes
Added arrow buttons to switch to the next item in the store from the skin viewer (limited tab only)
Industrial Torch - Updated textures (still wip lads)
merge from deformhair_enum_cleanup
Updated deformhair value for all head wearables
don't treat wearable.deformhair as a bit flag
Add "rentallrooms" to see performance impact of fully loaded apartment monument
Can only ADS item allowing ADS
integrate animation subsystem with 3p animator controller and dartboard
Added mask conditional meshes to hair sets
Removed BoonieHat and MinersHat from DeformHair enum (both can use baseballcap)
Added Mask option
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Lower skinnable paths when we update them during manifest generation, otherwise they log warnings about being slow to spawn.
merge from main -> apartment_complex_monument
Glass AR - lowpoly model update, material tweaks
Attack anims only for melee items
Added a cubemap to the skin viewer (based on craggy). The skin viewer viewmodel camera uses that instead of the ingame cubemap, so it works in the menu and the ingame realtime cubemap isnt used
It also fixes some issues with some world models using material needing a cubemap
NRE fixes when using viewmodels in the skin viewer
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Fixed note loot panel not saving typed text
updating 3p jumping anims
Disabled motion blur post process in player preview
start on darts animation subsystem
Add ProjectileModPartVisibility component which can be attached to BaseProjectile entities, can specify which parts of the worldmodel and viewmodel should be visible/invisible depending on what mods are attached
Setup for sight rail on M16A2
lod baker: write output textures as tga instead of png
More hair conditional meshes
Dont allocate a new hashset everytime we jump to a new point on the timeline
industrial large furnace - reverted to a single collision material
Stop every demo scrub from allocating a new BaseNetworkable list
UI tweaks, added examine keybind text
Bowless crossbow audio polishing and added sounds
removed the material properties
s2p on floating city scenes due to new mannequin changes
MeshPaintController uses Pointer instead of Mouse when reading input, so it works with both mouses and pens
Prefabbed up merged mannequin models, set up LODs and placeholder collision. Replaced old ones in Supplies Barge prefab.
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industrial electric furnace;
- It will now illuminate the small light green when an item is actively smelting inside the electric furnace
- When nothing is actively smelting, it will illuminate the small red light
- Updated prefab