135,983 Commits over 4,324 Days - 1.31cph!
merge from testrunner_editor
updated the 'shield bone arm rotation additive' positions for handguns that are used with the shield and made/added 3p shield block pose to playeraniamtion.controller
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Quick stability hack for testing
Update the Standard shader's subshader LOD to 0 as we now only have 1 subshader
Flagged all the prefab tests as TestMethodEditor
Added TestMethodEditorAttribute, tests that can run in edit mode (or playmode editor) using the TestRunner. Meant for asset validation tests
Some refactoring to support the edit mode/play mode branching
Added a cancel button to the editor window
Fixed the test result time mismatch
Merge from naval_missions
Suggested simplifications for performance capture
Boxes DLC - updated meshes and LOD distances for tools and guns boxes, rebuilt manifest
Gate behaviour behind new PlayerBoat.DestructibleWrecksEnabled replicated var.
Codegen.
Deleting old armoured ladder hatch folder
Adding missing anim controller file for armoured ladder hatch
Handle damage redirect for boat specific deployables.
Adding armoured ladder hatch animations and animator + moving armoured ladder hatch content into the main building folder
Don't redirect BoatBuildingBlock health info to parent boat if it's a wreck, show the individual block's.
Cleanup bits from last commit
Add 'profileNextMissionsValidStateWorkQueue' servervar to generate a performance capture containing the next run of the missions work queue if profling is enabled
Merge from hackweek test.
Add a DestructibleWreck flag, set it when doors and windows are destroyed. Small refactor.
merge from coconut_collider_fix
merge from tc_corpse_preventbuilding_fix
Fix tool cupboard softcore corpse missing a prevent building volume
glass material tweaks and meshes that go alongside, more basic vpaint progress
Adding rig for armoured ladder hatch
Enabled Read/Write on Coconut Collider to stop error spam
Removed the max cap on the shadow lights convar so it can be increased further for media
Testing changing terrainData heights with different apply methods, and using terrainData heightmap RenderTexture
Bypass AI animations again
Bypass modular car garage animation
Exposed a ShieldBoneArmRotationAdditive field on held entity HoldInfo, applies an additional rotation to the left clavicle while that weapon is held with a shield
Applied to m92 for demo purposes
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match
deepsea.enabled convar default to true (needs to be specified now that its a ReplicatedVar)
Fixed import on G note tuba play anim (needs at least 1 frame)
Merge from modular_boats_rw
Merge from hackweek_boxsorting
Merge from fix_grenade_split_world_skin
Merge from coconut_collider_fix
Merge from collectable_optim_pass
Remove server colliders on all plantable berries, corn, potato, wheat, orchid, rose and sunflower
Don't strip out animation clips that are being used for root motion on AI (we probably can strip these but it's easier to just include for now)
Remade water barrel collider with primitives, it had a non-convex mesh collider
Moved all the RegisterSplashable calls from ServerInit to OnDeployed and PostServerLoad so they're correctly flagged as mobile by the grid (parent wasn't set yet in ServerInit)
Remove collider on server from hemp.entity
Update GrowAll command to work via Query instead of Vis
Reduced minecart planter colliders count from 16 to 4
All IO water items deployable on boats