1,152 Commits over 457 Days - 0.11cph!
first pass on painting/tattoo stencils
- stencils can be stamped onto the body as tattoos
- stencils are in full RGB colour, tintable, and can be greyscaled
first pass on restore tool
- old tattoos that are faded can be painted with this tool to restore their colour to full without needing to be fully redrawn
tattoo fixes
- clamp tattoo brush size 1.0-5.0, doesnt use painting convar
- zoom scaling clamp, so you cant get as far out but can also go closer than usual for fine detail
- brushes now scale independent of zoom in tattooing, this does make performance a little worse, but fixes when the paint stamp doesnt cover enough of the uv and becomes spotty. WIP still
- uv buffer now samples some of the uv pixels around the current target to try to smooth out and match seams where the uv resolutions dont match (like where the head meets torso etc..)
first pass on tattoo layering
- 2 layers, 1 "base" layer which is fixed onto the player model, 1 which is edited during a painting session
- tattoo compositor merges the editing layer onto the base layer when exiting the menu or saving
- fade is applied to base layer, and baked into the png when merging downwards
- rads add fade to the base layer visually with a parameter, which is only baked in during a merge
- reworked to accomodate a separate player sending the tattoo edits to the other for saving (bc tattoo chair eventually)
- moved more code to serverside to allow for direct painting communication between 2 clients
fix tattoos not saving between client-server properly
merge from tattoos_revived -> tattoos
First pass at working tattoos again
- Had to change UVRender shaders "ObjectId" to "PaintObjectId" to avoid Unity conflict to fix face tattoos
- Face tattoos use UV1 instead of UV0, for after the player update
- set resolutions to 512x512 for face and 2048x1024 for body tattoos
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remove toggle option for neutral light, it's stuck on in rrp for now
merge from critter_animals
fix turtle error log
- swimming NPCs no longer pause their navmeshagent, the agent is disabled but required on the prefab for other dependencies
merge from critter_animals
fix critter bugs
- frog animator error on spawn/despawn
- spamming log for turtles when unpausing
- jellyfish population not spawning in jellyfish
merge from Livestock_animals
merge from critter_animals
add transition from startle->flee state for when critters get hurt while they are currently startled
add step height to crabs so they dont glitch up cliffs and things
add another batched raycast to the crabs for obstacle avoidance so they dont glitch into walls
add crabs/jellyfish swarm scripts to budgeted queue
fix crabs glitchy leg speeds (i think)
replace jellyfish water checks with a batched version
fix frog long first jump
fix pooled frog stuck in dead animation
reduce critter health 200 -> 60(frogs) - 100(rabbits)
turtles unchanged, they have a shell
merge from Livestock_animals
merge from critter_animals
merge from critter_animals
merge from Livestock_animals
merge from Livestock_animals
add crabs audio integration
merge from critter_animals
add "ally" status for some critters with other creatures
- noone attacks crabs (they dont have hitbox anyways)
- stags, boars, and bulls dont attack critters
crabs dont spawn in ocean where there's no navmesh
frogs that die while swimming play swimming death anim
frogs transition to swimming animation better
comment out unused frog interest
merge from critter_animals
improve frog hopping ends using distance syncvar, to stop the final hop when not necessary
add singular crab prefab (mostly for media capturing)
merge from critter_animals
fix crabs LOD
add physics materials to critters
exclude player movement and player (server) from collision layers so critters dont move players around
merge from JellyfishShader_edit
merge from Livestock_animals
merge from critter_animals
merge from critter_animals
add warning ignore for compiler fix
fis hitboxes and death anim loops