120,576 Commits over 4,018 Days - 1.25cph!
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Merge from foliage_wind_phase
Kapok tree polish / billboards / folder cleanup
Clean: remove unused NativeList
Tests: none, trivial change
Submitting adjusted height croc swim anims
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Added wood collision to jungle floor kits. Fixed inverted normals on two of the COL meshes.
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half_height shelf test setup
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Removed old horses code and prefabs
Renamed RidableHorse2 -> RidableHorse
Added null checks on min/max armour peices when toggling their state
Added token and names to jungle ruin scenes, enabled and enlarged the prevent building volumes - S2P
main -> conditional_armour_meshes
hooper_range_visuals -> main
Clean: removing dead code
Tests: compiles
Handling only enabling one of DLSS, DLAA, or AA at a time when configuring settings, but not in the game yet
- Hopper now uses pre process associated collider step (makes it easier to add deploy volumes & modify them after setting them up)
- Added extra tooltips
Setup for wall mounted weapon racks. Too small for other types.
Visual fixes to jungle concrete walkway kit
replaced remaining loose models in ziggurat scene with their prefab versions
Update: add GamePhysics.TraceSphere and TraceSphereUnordered
- added GamePhysics.Sort(NativeArray...)
- replaced some inline code with TraceSphere call
Works the same as Trace(>0 radius) and TraceUnordered(>0 radius)
Tests: unit tests + staging demo playback
Blowpipe weapon racks setup.
fixed missing object reference in trumpet_tree_sapling_a and jungle_scaffholding_platform_150x300
Setup Hopper visual range
blowpipe worldmodel LODGroup
Adding LODs for ziggurat bespoke pipes and cables, colliders and prefabs
Updated zigg scene
Update: add GamePhysics.TraceRays and TraceRaysUnordered
- works the same as Trace(0 radius) and TraceUnordered(0 radius)
- Replaced some inlined code with a call to TraceRays
Tests: ran unit tests
Better fix for croc emerging from water (didn't go through)
Better fix for croc emerging from water
1st pass viewmodel camera animations for a selection of weapons (deploy, admire & reload only)
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Fixed single armored and metal doors playing wood sounds when destroyed
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merge from inputfield_chinese_fix
exported crocodile intimidate to walk rm animation