110,878 Commits over 3,897 Days - 1.19cph!
Fixed NRE on Arctic Pack item store page (caused from Tomaha snowmobile preview asset)
Updated rotation of preview asset for cassette recorder to show it more clearly
Added modular car radio to Voice Props DLC item store UI
Added a context menu to jump in between the client/server gameobjects of an entity (GameObject/Select Client Server Entity)
Only visible when in playmode in CLIENT SERVER mode
merge from fix_amplify_import_times -> aux3
Fix amplify package reading content of every single file on initial import instead of only reading shader files
- in theory will reduce full rebuild times
Current gait networked to the client
Polished towing interaction conditions
Cleanup
Adjust the gesture pack store page column layout to better fit the screen when UI scale is low
Adjust skin ids to fix conflict with ice sculpture
Show the crosshair when looking at a reskinnable entity
Tweaked horses examine interaction so it doesn't show up when trying to pickup collectable while riding
Fixed case where IO connections would get lost on reskin
Horse legs tweaks
Fixed steering+reversing issues
Updated legacy shelter description
Show barrel and squeeze on the debug cam info panel
Merge from root_label_fix
Editor.ForceLabel will now apply the label to the root gameobject even if a non-root object is provided
This would have fixed several issues over the past week with StringPool not correctly generating all of the strings and throwing exceptions during builds
Allow players to pick up any sleeping bags/beds if they are in building auth, even if they are owned by other players
Added some placeholder quality level functions to TerrainTexturing so I can remove global quality level going forwards.
Return no quality change for now. Need to figure out which quality settings will need to be monitored for change here still.
Deleted leg animator assemblies
Horse legs IK setup, still wip
unarmed anim folder and anims (taken from v3 and will be updated with v4 exports but contain valuable clip meta)
Added closest fragment depth sampling for motion vectors sample and fixed history texture format
Modify sight checks to use bounding box top instead of bottom
Make bursts feel more natural
added mask to 3p shields animations so the prop bones are used and edited shields held postions/holster postions
Don't upload "breaking server rules" from the server either
Add option to report players for breaking server rules via the F7 menu
- events will only be sent to game servers
First pass on making scientist aiming feel fairer
changed carving/smoothing to use a flat-ended capsule (sphere where the carve starts but with a flat cap) and use a constant depth, oriented to the player's view when carved
- makes carving feel more consistent at different carving sizes as you couldn't easily see how deep the carve would have been before
- Improved raise power
- Adjusted angular drag
Ensured drawbridges can also be repaired again
▊▋▆▋▅: ▊▇▌▋▉ ▊▆▉▋▇ ▍▋▆▉▌ ▅▍▄██▊▇ ▄█▇ ▆▌▍▊▅▄▉▊::▅▊▍▅▄▊▇▌▅▄
▇▆▄▊ ▅▉▄▋▋▋▇ ▉ ▆▆█▇▆▋▇▍▉ ▇▇▄▅▌, ▌▍▍▇▄▉█▆ ▋▆▆▊▋█▉▇▆▌ ▆▊█▊ ▋▊▇▊▉▆▉▍ ▌▄ ▉▇▊▅▌▇▊ ▌▄ ▍█▅▄▊▄▌(▇▆▄▉▋██▆ ▅▆▍█▍ ▆▋▌█ ▆▅▇▌▇▉▍▆█ ▉█▆▉▉▋▉▋)
▌▆▌▆▆: ▄▌█▍▉▇▅▌ ▌▆▊▋▌ ▉▊▍▍▊▅ ▇▇▌ ▄▍▉ ▊▆▌▆▇█ ▍▅ ▄▄▉██▍. ▊▄▉▋ ▆ ▉▌▋▅ ▍▋▌▉▋▍▍ - ▆▌█▇▍▄▇▊ █▋▊ ▊▋█▅▉ ▉▋▉.
Ensured siege tower can be repaired again
Added the base for the custom TAA post-process
siege_weapons -> primative
- Greatly improved the raise command on siege tower
- Stopped draw bridges trying to reverse open
jungle_ruins_b first iteration layout
added a proxy mesh for the croc to design around
- Fixed string equality offset bug in StringView
- Double maximum MenuTip length, and truncate post-richtext filter
- Removed debugging character from rich text filter.
...and EnforceShadowDistanceBounds