246 Commits over 1,126 Days - 0.01cph!
Preserve order of cliff prefab operations. Run a pre-cliff baseline on the real procgen pipeline to get the state of terrain before cliffs are placed for accurate runtime recalculations. Don't move the camera when recalculating terrain
Recalculate button keeps cliffs in the same location
2 gizmo options:
1. Distance culling
2. Select what cliffs to show gizmos for by clicking them
Improvements to the CliffSandbox dev scene
- Select cliff prefabs from inspector dropdown
- Can provide a real `.map` file, coordinate and region size to instantly generate the real terrain and cliff data from a live map for debugging
- Toggleable prefab gizmos in playmode
- Spawnable player-sized capsule for sense of scale
First pass on CliffSandbox dev scene to generate a procedural terrain heightmap and test cliff placements using the prefab's setup
Consistent icon sizing for animation buttons
Camera scroll zoom shift tooltip
More reliable skin icon downloading. Skin menu styling fixes. Flash skin title text red/yellow during skin download for user feedback
Bigger button style in scroll views
Workshop skins now loading correctly with their icon
Fixed admire button regression
Cleaned up skin debug and made skins load over multiple frames to prevent big stall on opening the skin menu
Steam workshop skins now load correctly on items/wearables/worldmodel/viewmodel
Ensure skin select panel gets updated immediately when a new item or wearable is selected. Redirect skins now working. Steam skins load when opening the skin menu for the first time
Skin selector UI and basic functionality to select an active item/wearable and then select a skin for it so the player, viewmodel and worldmodel all get skinned. Still need to get all Steam workshop skins and redirect skins working
Added "Admire active viewmodel" button on the right, hotkeyed with `N`. Eyeball-aligned the text of the bottom right buttons for prettiness :sparkles:
Added a toggle radgoll button to kill the active player and fake a client-only ragdoll, disabling all BaseEntity and networking logic
Use the gesture viewmodel when using gestures so we can see 1st person hands, ensure any held item viewmodel is redeployed when the gesture ends and when ending gesture loops
Fixed camera positioning, fixed screen shake / effects, enable post processing
Warmup item/wearables icons on startup to avoid FPS dips
New player select menu next to the Randomise Player Seed button to view the current player seed and to manually enter seeds. Accepts SteamIDs to view specific player models
Wearables/held items should never have shadow casters triangles but make the distinction in the triangle count display text if that is ever the case
Ensure triangle counts update this frame. Ensure we aren't counting shadow casters and that any quads are counted properly
increased triangle count font size and made it left aligned
Added TOD toggles for Dawn/Noon/Dusk/Night using sun/moon icons
Setup ToD toggles in code. TODO: ToD buttons on the canvas
New "Toggle triangle counts" button that toggles a text window underneath with tri counts broken down by Player, Viewmodel, Worldmodel, Entity, Total. Works with the currently toggled LOD
Allow freecam to go up/down using E/Q too (this is on top of existing leftshift/ctrl)
Ensure the viewmodel always spawns at a fixed location and not at wherever the orbit camera is currently
button to loop the selected animation
Character Animation and Skin Viewer scene now supports LOD toggles with new buttons
Keep the viewmodel active in the world so it can be seen in freecam
Hold leftshift for faster orbit camera zooming
Fixed gestures and misc animations not working
Fixed all old controls now that we're using the new input system. Only allow freecam when we don't have any camera options toggled
Fixed player not spawning
Fixed broken grass displacement on the bear trap (snap trap) and landmine
merge from automated_test_entity_bounds_fixes
merge from /misc_prefab_fixes
Extended the DeployVolumeOBB on woodframe.standing to extend along the whole face of the frame (also fixes it being able to be placed through floors).
All `Deployable_WorldSpaceBounds_NotSignificantlyLargerThanDeployVolume` tests now pass :tada:
Wooden floor spikes : slightly increased the NotInBox to fix the 0.62m overhang. Test now passes
Barbed wooden barricade : slightly modified the NotInSphere's to fix the 0.7m overhang. Test now passes
Forgot to make the wooden barricade prefab not active again after changing it last commit
Wooden barricade : slightly modified the NotInSphere's to fix the 0.63m overhang. Test now passes