249,960 Commits over 3,959 Days - 2.63cph!
Water surface (not post-process!) - Work in Progress
Water surface (not post-process!) - Work in Progress
Added Functionality to ItemInventory component. Items can be given to/from the inventory and will apply their respective effects
Can now press E to interact with Interactables. Interacting with an Item will pick it up and apply all it's effects.
Damage, IncomingDamage, Range, BulletSpeed, and BulletSize effects now all have proper functionality
Update: Network.Message implements IPooled
Technically, this should be converted to a struct instead, but the benefit/effort is not worth it right now.
Also marked a static as readonly, since we never modify it.
Tests: single client-server session was pumping messages succesfully. Built all modes. Tested recoridng and playback.
Adjust Damage/Health Numbers
Don't create Doors at un-occupied Exits
Update .sbproj
Added ItemEffects which can be added to ItemResources to have them easily apply various effects
Further tightening of divesite terrain anchors
Merge from world_update_2
ProceduralMapEmpty up to date
Fixed TSAA / AO image effect issues when flying above canyons looking down (caused motion vector / depth / normal artifacts)
Fixed lake volume sides sometimes being visible under the terrain (only visible when admin flying)
Removed bluish tint from cliffs
Tweaked hill cliff slope masks / removed cavity masking
Update: WaterDynamics.InstanceBatch implements IPooled
Also removed a bit of dead code and unused functions.
Tests: checked that rowboat still produces foam
Minor fixes to viewmodel mesh
Viewmodel gloves hide hands
Reverted spray can hitscan changes
102638
This was causing issues and will need a more robust fix
Increased divesite anchor count. Anchor radius and height
Reduced tiling of heavily patterned wallpapers to improve icon readability
world_update_2 -> legacy_woodpile_improvements
Updating RustNative (removed old lake logic, fixes issues at shallow ocean areas)
New leaderboard api, allow year/month/week/date boards, allow always showing specific steamids
Update: PlayerReclaimEntry implements IPooled
Tests: tested in local multiplayer in softcore mode
Don't let an invalid property break a whole stylesheet
Show invalid properties in stylesheet inspector, make this all look and feel a bit more browser-y
Merge from world_update_2
Decor topology is now considered blocked for road and river generation
Place river source object right after river generation, so it can be avoided by road and rail generation
Fixed issues related to DecorSwim and WaterCheck
Added terrainHeight to WaterInfo since we already retrieve it, saves duplicate calls into TerrainHeightMap by callers
Added GetWaterAndTerrainSurface (returns both) and GetWaterOrTerrainSurface (returns the max of them) to WaterLevel
Fixed wallpaper retro 2 diff texture guid mismatch just in case (the mat was pointing to an invalid asset on my machine)
VR: HapticEffect sends duration in milliseconds, as expected
VR: Hook WorldScale up directly to IPD
corrected skin constraint update maths
- added skin constraint gizmos
merged from fire_extinguisher
Selection history editor window now saves its history between sessions
Imported Standing Coat Hanger Textures and Models
Added and Setup Standing Coat Hanger Prop Prefab
Setup Standing Coat Hanger Material, Colliders and LODs
burst cloth
- moved skin constraint updates to IJobParallelForTransform to stop mainthread waiting for previous jobs (even though we only need read-only access, it doesn't know that)
- fixed retrieval of bone data for player preview case
Too many errors from this
merge from armored_window_collider_fix
fire_cabinet deployed gibs test - not to be merged
Update: ImpostorBatch implements IPooled
Moved some code around and removed some always-true checks.
Tests: during local game hit all new functions in the right order
player update. made unique compound bow deploy and fire anims to match viewmodel
Global stats have min, max, avg, sum
New leaderboard api, committing early for speed tests
Stop-gap fix until I suss out why maps are referencing their own game projects, and having projects download their cloud version on startup
Temporary Item setup for fire cabinet
Updated wallpaper icons and skin list. Repositioned wallpaper WM in icon scene.
VR: Always use tracked device transform, even if hand tracking is available (for now)
Fixes controller tracking
Buoyancy fixes inside canyons
Don't cull lake water if swamp topology exists
Added forgiveness radius when creating the water culling mask to work around slight inaccuracies in the painted topologies (may have to dial this back in the future, so let's try and make the topologies as accurate as possible)
Encoded water body type into shore vector w component, instead of just ocean mask
Use ocean, lake and river topology to cull water (depending on the water type)
TODO: Lakes need lakeside topology around their water volume (covering some of their beach, see Asana)
TODO: Oceanside topology needs improving (will do next)