111,232 Commits over 3,928 Days - 1.18cph!
Beancan fizzle fx replacement. (Was concrete impact)
Protobuf gen, server compile fix
Fully disable the RollBone class (couldn't see it active on the player model but just to rule it out)
further sunrise/sunset tweaks
Added avatar mask support to the Pose Tool
Added across the board support for presets in all the TweakUI classes
Added first pass Low, Medium, High, Max presets in the graphics options menu
The UI scale slider now applies 0.1s after the mouse is released rather than while the mouse is held down
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Updated loading screen tooltip icon to use the icon prefab
Allow a network message to update the tooltip icon enum
- Provides two things: existing loading screen plugins will now no longer break with broken network messages
- The previously used "title" message can now be an icon enum string.
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Applied everything to grenades.
Some iteration on fuse FX and more.
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- editor queue simulator fully working.
merge from world_update_2
update defaults, ExecuteInEditMode, weather viewer
Merge from ai_wolf_iteration
Fix wolf chasing its own tail
Fix a lot of the wolves state incorrectly returning base.OnStateEnter() from OnStateUpdate, causing a lot of weird behaviour
Merge from ai_wolf_iteration
- added steam rich presence for waiting in queue and connecting to a server
- basic tracking of queue wait times and status
- take sun and ambient colors from proper TOD scattering components
- make sunset/sunrise lighting on clouds MUCH prettier
cape balance
mummy + frankenstein mask loot tables
- Viewmodel animation updates
- Added show bullet mesh states to animator
- Reduced rotation sway to fix arm clipping issues
Make fsm declaration syntax more compact, fix scientist death
Update scientist FSM to new system
Fix scientist spinning when coming to a stop
Fix scientist not moving (merge)
Fix compile errors from merge
Minor cleanup and code move
- Code cleanup.
- Added metrics.
Added fake physics rope to use for towing: puts a rational bezier curve along a line renderer.
Added support for some fake wind and sway.
Update: changing starting scene to be Bootstrap when running a perf test
- Also removed direct world setup settings modification, instead pushing them to global World static params
We have to go via Bootstrap because that's what initializes global systems. Will need to massage platform-specific transition logic to account for perf testing workflow (need to support CLIENT+SERVER flow).
Tests: Test player fails because of CWD, but if I run TestPlayer manually it boots and loads to main menu, so I count it as pass-ish
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Update: Symlink assetbundles on test player build
Tests: ran the test, validated that they got symlinked to expected path (but there are other issues, investigating)
Ensure ride horse shows up higher in menu before towing options