116,167 Commits over 3,959 Days - 1.22cph!
added initial kick anim to player animator,
added anim for frontier doors & animator (linked this in frontier doors prefab)
Added "Apply Vertex Alpha AO" option to blend4way shaders
Fix tutorial island animals from flagging as swimming (and so reducing speed) due to them currently being very close to sea level.
Set TutorialIsland MonumentNavMesh.NavMeshAgentTypeIndex to animal group so that animals bind to the navmesh correctly.
Also reduced the MonumentNavMesh extents so they don't accidentally include sea bed in some situations.
more mirror wip working out blend layer
HuntingTrophy_Large lods
HuntingTrophy_Small lods
Slightly tweaked entrance terrain to fit the second entrance variant
Fixed specular version of blend layer
Fixed "Apply Vertex Color" toggle not working in "Rust/Standard Blend Layer" shader
Added UV2 option to detail blend mask UV Set and set it as default
Added base layer occlusion and detail blend layer; updated shader inspector
Setup Bath Tub Planter Folder Structure
Added Bath Tub Planter Textures, Materials, FBX, GIB FBX, COL FBX
Setup Basic Bath Tub Planter Prefab
Setup Bath Tub Planter Materials, LODS, GIBS
Testing out storing a user id in a skull item as well as the name
Delete the empty gibs mesh, we'll just use the full gibs
Icon
Allow additional leeway in the IsVisible check distance due to situations where we allow the entity's collider to extend beyond the entity's bounds
Splashable, igniteable, gibs, condition, save/load
Updated the URL on OBB.Trace to a new working one - SIGGRAPH has moved it. I thought Cool URIs Don't Change :(
Update FP.BurstCloth with a bunch of constraint logic changes
Re-tweak all materials since the update has different parameters now
Fix ghost costume bones being out of order (breaks sibling constraints!)
Initial torch implementation
Reinstate IsVisible changes
Added support for frontier door to open in both directions based on what side the player is on
Manifest, id fixes
Added new GestureDoor component, plays a gesture on the player who opens the door, applied on frontier door
Added a player inventory config for testing
Trains no longer collide with terrain. Fixes them not being able to enter train tunnels.
Play a bear roar sfx during the bear mission conversation
Don't play sfx for pings created by the mission objectives
Give more starting resources in base building mission
Don't turn the mission provider to face the player
Description fixes
Show all declared flags on the EntityFlag_Toggle inspector (needs to be declared in const fields)
Similar minor QOL edit. Add a note on why a flag is set client-side in CoalingTower
Added editor UI warning if EntityFlag_Toggle is used in an invalid location
merge from cached_browser_tag_fix
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3p hmlmg hand clipping fix
Final grading for L.
Light emission driven by its own entity to simplify.
viewmodel glove skinning fixes
- diversuit skinning fixes
- scientist suit skinning fixes
- hazmat skinning fixes
- boneknife base file update with correct bone positions
- boneknife prefab updated
- combat prefab updated
Removed tag filtering for cached queries since we didn't take into account excluded tags & the server browser filters out "weekly" tags already