110,878 Commits over 3,897 Days - 1.19cph!
XMasLight shader: replace BaseEmission with MinEmission, hardcode off mode as 0
XMasLight shader: use BaseEmission as minimum brightness in animation, and add animation curve
Fixed fish traps not working after a server restart if they were loaded with bait before the server saves
Remove disabled boombox model in car radio store preview prefab
Manifest rebuild
Various bulb improvements.
Added an LOD1. (MeshLOD)
Include the font update in the phrase update process
Enabled xmas event
Enabled xmas tree craft
Enabled ice walls low and high
Enabled xmas portals
Enabled xmas airdrop
Enabled xmas advent calander craft
Switched Burlap Sack to xmas edition
Enabled ginger bread building skin
Enabled xmas decor at compount
Enabled xmas decor at bandit camp
Network++
Ho-Ho-Ho
Removed the mass enabling/disabling of all TMP texts when opening/closing the main menu, hud and inventory
Saves around 40ms and reduces GC allocation by 200kb every time the main menu is opened
Regenerated Chinese, Korean and Japanese static fonts
Added empty dynamic fallback fonts for each of them
Cleaned up the fonts folder (without breaking the community UI this time)
Baseline of a tool generating static fonts based on localization content
Fix wolves not fleeing when damaged when their target is inside a safe zone
If a scientist loses sight of you and you pop from another angle they don't expect, they'll take more time to flick their crosshair to you
If you reappear in the exact same spot though, they won't need to move their crosshair so they'll just shoot based on the average human reaction time
Fix invis NRE when invis player is killed
More CPR on the ancient christmas lights and their weirdo shader.
Test save for Dayaan.
Fixed car radio not saving it's current radio station through a server restart or when reocnnecting to a server
WIP support for adjusting r_prop bone on the hands layer shield blocking state, values need to be cached per affected weapon via the new ShieldHeldEntityOffset component
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Added support for layers and per-instance colors to the indirect instanced renderer
- added test holdtype folders (1h/2h melee, bow, lr300)
- added v4 rustplayer mask
- setup hatchet 3p anims (updated melee overide controller)
- updated hatchet.entity (removed offsets and set to attach to r_prop)
- setup 2h 3p anims (updated sword overide controller)
- updated longsword.entity (removed offsets and set to attach to r_prop)
- updated lr300.entity (removed offsets and set to attach to r_prop)
- added v4 player update loadout
Added a scene view toggle to hide all sockets gizmos when editing a prefab having sockets (off by default)
When enabled, all socket gizmos will be hidden and will only appear when their respective gameobject is selected
Increase cloud atmospheric haze with TOD_Fogginess
Better SocketMod_InWater gizmos
Will no longer be drawn when its parent gameobject is selected (trying to reduce the gizmo nightmare when opening a prefab)
Texture Update for Ballista
Added bounds handles for deploy volumes as well
Clean: reduce code duplication for BasePlayer.WaterFactor
Tests: none, trivial change
Indirect Instancing:
- Remove delegate callbacks to avoid allocations at all costs
- Lots of clean-up / Removed some ugly hacks
- Use proper namespace namespaces
- Use a camera component for proper resource management
- Prefix all profiler regions with "Indirect." for an easy overview
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initial support for per-tool carving settings
- separated mask of carving modes and settings for shapes / sizes
- only added to the jackhammer and icepick, need to set it up for all other piercing damage melee weapons
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Changed the "GiveItem failed!" error toast so it no longer pops on top of the inventory
set up v4 unarmed anims in player animator
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Rest of v4 unarmed anim set exports
vm mini crossbow rig updated also deploy and admire animation edits