112,056 Commits over 3,928 Days - 1.19cph!
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Raised HAB floor collider to the height of the highest plank
- Switched HAB from Continuous Dynamic to Continuous Speculative
- Changed cassette tape world item material from Generic to Dropped Item
Allow changing state and transition classes, currently breaks when undo
Clean up FSM ui code, fix bug when removing state would corrupt the asset
Prevent duplication state connections, add method to deep copy a fsm
Allow fsm transition editing in the new UI
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Optimized some texture settings.
Reload FX.
Moved port coords for reload FX.
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Adjusted IO counter to look better.
Should also be converted to TMP SDF to look less blocky.
Added back in pouch/satchel constraints (got nuked somehow)
adjusted reload animation timings to eliminate a few dead frames before you can fire
Possible improvement for the superscaled impact sparks.
Fixed NRE when trying to initialize a pie menu option without any description (fixes the NRE when holding E to eat a collectible)
Add placeholder audio for the wolf
Added an option to GroundWatch to consider deployables grounded when at least on their AreaCheck is still holding - useful for deployables with two differents free sockets
Fixes the digital clock getting destroyed by physics neighbor updates despite still holding on something
Temporarily removed explosion blur to error fix.
Fixes to normals and tiling on wallpapers
Update: Nuking the allocating StringView.Split
There's a non-allocating overload already present, so going to keep it default to help keep the 0-allocations approach.
Tests: none, trivial changes
Added wainscotting C textures as optional addition to set, created skin objects for wainscotting B and C
If you hit a wolf before it spots you, it will run away for a bit, howl to call it's friends, and come back for you
Updated model for digital clock to close meshgap.
player update. setting up bows
Radioactive Water (missing manifest) -> World Update 2
Radioactive water reduces thirst rather than increasing it
Updated textures and model for digital clock
Radioactive Water -> World Update 2
Ensured radtown has correct lake setup
merge from fix_analytics_uploader_nre
Add: unit tests for StringView and it's ignore case comparator
I'll need to merge this Tests assembly with the one in unify_pool_free branch once it's merged (which-ever one goes in first)
Tests: ran them - they pass
Fix bulk uploader NRE when no events are submitted
Update: Further rounding up StringView
- Added ToString() (makes debugging much nicer too)
- Fixed up wrong exception types
- Added Length property
Tests: ran new unit tests(next cl) for StringView, they pass
Second pass wainscotting A and initial exports, setup for wainscotting B
updated wall paper viewmodel prefab and rig with latest viewmodel mesh and edited its anims
Skeleton updates
Mesh lods skinning/setup
Burst Cloth controllers lod out