200,328 Commits over 4,140 Days - 2.02cph!
Merge from conditional_models_2
Animator speed/scale test
Updated ignore conf for Renderer module; updated diogo_copy2rust based on garry's
Removed renderer enabled conditional from Renderer module
Renamed Renderer/src/RustNative.h/cpp to Renderer/src/Renderer.h/.cpp
removed can transition to self from a bunch of anims
Removed SystemInfo.cpp from Renderer
Can now access all bool anim params in viewer
Temperature is now a Vital again, while Body Heat Generation Modifier is still an Attribute.
Flagged datapack_list & datapack_paths as cheats
Flagged host_framerate as cheat/replicated
Fixed directory traversal in cl_screenshotname
Fixed directory traversal in __screenshot_internal
Removed devshots_screenshot
stairs models, LODs, COLs, ready to place prefabs, textures
Fixed building skin / socket error when leaving network cell
Automated Linux Build #205
Automated Windows Build #205
Fixed issue with Effects created from EffectSettings assets not passing their settings asset ref into Effect correctly, breaking trigger functionality
Removed deprecated ConstructionGrade collision override
Automated Linux DS Build #205
Updated cowboy dives and smash
Experiment: Building blocks have placeholder geometry + collider until skin is initialized
added dylans water effects to test court
tweaked fog and lighting
added shadow mesh and set all other meshes to static
added water skirt, rebuilt test court tree , created shadow mesh
ladder models, LODs, COLs, ready to place prefabs
first pass boar(v rough)
human idle blend pram set to idleBlend instead of speed
changed angular speed so it rotates faster
Mavis - Serve walk issue fix & re-export
set angular speed values higher on units to avoid them running sideways
added boars to biome (seem to have missed this from earlier checkin)
Fixed some gross shit on the trees.
Some 8 splat support stuff, doesnt work yet pls halp @andre
Elvis - Lod added to character fbx
Mavis - Lod added to character fbx
-open file dialog for CSV importing.
-DecisionLog doesn't duplicate entries after pausing and resuming game.
-sparrows don't spawn empty 'Birds' gameobjects
-flocks spawn their Birds containers under Zone->_DecorContainer
-birds disappear much later, let me know if they are hitting performance bad anywhere
CSV stat import allows you import from files outside of the project
Removed stats.csv from the project
Added Boar Agent+ StatCollection data
Updated all stats from google sheet
Remade some wolf prefabs that had been corruped or something
Agent Profiler sample grouping moved up to the base Tick call
Rebuilt Mavis prefab with LOD
Updates to character rig source files
Updated shadervariants and graphics settings