159,962 Commits over 4,566 Days - 1.46cph!
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merge from viewmodel_skinning_update
- Cleanup
- Fixes stopping treating base player npcs like humans
- Add player support
- Add two seperate controls: one to decide off/on without globals/on with globals, another to control how much players are included in the lods: off/on only at far distances/on
Hemp colourblind variants.
merge from stoneframe_colliders_fix
merge from skinviewer_bg_fix
merge from ramp_deploy_fix
merge from buildingblock_overhangs_fix
merge from parentedwires_fix
Fixed ramps being blocked by a ramp up to 3m above them, even through a floor
Before: https://files.facepunch.com/Flavien/HBY2KuTgRqaGSCaS.png
After: https://files.facepunch.com/Flavien/Zn3TXA05xInRni5i.png
Ensure global map markers skip the LOD system
merge from skull_trophy_fixes
Fix all four skull trophy variants looking the same
Fix skull trophies never updating their visuals (whether a skull is inside or not, and nighttime visuals)
Improve colliders across all variants since they are different sizes, add glass phys material to the jar variants
Support for LODs on global networked entities - map them to a large size grid based on position and evaluate LOD level from there
Setting to ignore network LODs
merge from viewmodel_skinning_update
All floor frame and triangle floor frame skins of the same grade now share the same collider
Added editor test checking that all frames skins of the same grade share the same collider
Fixed being able to codelock the carvable pumpkin
All stone frames now use the same mesh collider
Fixes triangle roofs being blocked by stone frames depending on their orientation
https://files.facepunch.com/Flavien/frame.png
Clean: remove editor-only extra memory estimator for pooled containers (memory_overhead_tracking_enabled)
- codegen
I haven't used it in 1+ years since adding it, so no need for extra complexity
Tests: editor compiles
Fix graveyard fence col import settings
scrap king;
- gib tweaks
- prefabs updated
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the purifier now uses water_desalinator_LOD1 as its guide mesh until we update to use the newer deployer sytem that can use prefabs
Merge from render_pipeline_testing
Added a check to AmbientLightLOD to ensure we don't force disable shadows when it also has a LightLOD component on the same object
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scratch petting animation polish pass on vm
Cherrypicked
168720 168721
168722
+ auto trim urls in store images
Fixed square roof side overhangs blocking foundations placed beside them
Before: https://files.facepunch.com/Flavien/foundation_before.png
After: https://files.facepunch.com/Flavien/foundation_after.png
merge from boat_test_cleanup
switched fixed wait to polling with timeout, takes 2s off another test
removed most low-quality playerboat tests from CI, fixed small bug in one
Merge from render_pipeline_testing
Remove UI grabpass and BIRP only code from UI blur shaders
Apply fog to RRP underwater window in forward pass
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Invoke via a UI button, very WIP
Some general refactors to make the local server process more generic for future plans
Fixed furnaces not working
Removed tutorial island map marker (we can just render terrain)
Fixed navmesh not starting
Disable all skins while in tutorial (saves us having to bundle redirects)
Instead of running BuildAssetBundles over all assets when making a tutorial build and putting all non tutorial assets in the private bundle, just run BuildAssetBundles over the assets needed by the tutorial
Cuts down tutorial bundle builds to a couple of minutes from 15
Sort animals to show in the vendor list, show young animals last so they can't drown out actual sellable animals
Fixes remaining tests