113,552 Commits over 3,959 Days - 1.20cph!
decal layer change on some materials
removed exit time when going into scan
added scan close clip, set up blendtree in animator to go between scan far and scan close, hooked up to use scanBlend param
merge from skinning_knife_fix
Trigger scan anim from code.
Remove old yaw/pitch transform placeholders.
Added scanBlend param to metal detector animator.
Set scanBlend from code.
Refactored some placeholder code so I can easily remove it when animation is fully setup.
player update. populated molotov override controller with 1handed explosive anims and positioned the molotov correctly in the entity prefab
Don't force VM lower in code now we have a VM setup
some progress from before break
merge from collision meshes as shadow fix
merge from 'generic texture improvements'
contains generic barrels and forklift re-texture jobs too
Fireballs parented to heli crates will now always align upwards, the rotation of the heli crate is unchanged
Remove PlayerInventory.debugWearIssues, no longer needed
merge from tutorial_island
Fixed sleepers not updating clothing
Nixed temp helper script.
Fireball rework for omni direct usage, applied to prefabs.
Added playerinventory.debugWearIssues with some extra logging for the clothing change process
Potential adjustment to repair costs to fix entities with too many non-component crafting costs costing too much to repair (auto turret mostly)
When substituting non-components for the component equivalent in StripComponentRepairCost, apply the repair cost multiplier applied at the start of the calculation
This means instead of the full converted value of the targeting computer being applied to every repair hit, we only apply a portion of the value based on the health of the entity
This reduces the repair cost of an Auto Turret at 67% hp to 5 HQM (was 44)
Reapply HeadDispenser component to player_corpse_new
Metal detector
- prefab updates
- vm setup
-vm placeholder anims
- updated models and materials
- animator
- 3p placeholder anims
- override controller
- worldmodel prefab setup
Merge from backpacks -> aux2
plauer update. exported/setup paddle anim set and populated paddle overridecontroller with the anims
Added dying rose variant
Texture tweaks
Fuller leaves on green variants
Apply final rotation offset to bow
Fixed bow hold, was missing a slot on the animator override and I forgot to disable the legacy spine IK system
WIP setup for 3qrs bow hold, still not quite working
Added a left hand look at rig, exposed the option on held entities to use a left/right/none look at mode
Merge from PlayerRigUpdate
Removed all RendererBatch, AddToHeightMap and InstancedMeshFilter from cliff objects on island (fixes incorrect terrain splat lookup)
Fixed figurines lodding incorrectly when parented to tugboats
player update water bucket meta fiile
player update. exported/set up water bucket anim set and populated its override contoller with the new anims
Fix wrapping gift inside of backpack deleting the item
Disable Rust birthday items (confetti and pinata)
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