448 Commits over 1,188 Days - 0.02cph!
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
Medieval Barricade : raise the NotInSphere's slightly to fix the 0.57m test failure overhang. Test now passes
merge from /misc_prefab_fixes
Fixed above ground pool being able to be clipped into construction on placement
Fixed DeployVolumeOBB on the paddling pool
- Only use 1 volume rather than 2. 1 volume now covers the base and slightly above the pool to prevent clipping into construction
- Added vehicle large to the layers
Tidied up DeployVolumeOBBs and added the Construction layer on the fireplace so the left/right sides cannot clip through walls when placed
Fixed ancient floor spike setup that used 4 spheres for placement checks that had many gaps, allowing you to place spikes over small items.
Now using a single box for the check.
Fixed triangle planter and triangle railroad planter variant deploy bounds.
- Increased height of existing edge bounds so it can't be placed over small items
- Repurposed and fixed old deactivated centre bounds to cover the gap
- Renamed/reorganised the objects in Unity
- Tested in editor. Snapping, planting and other behaviour is preserved
Manually adjusted christmas lights (xmas.lightstring) bounds to only cover the collider. Tested in editor, no behaviour change. Test passes
Adjusted how sockets are counted in the test. Fireplace now passes
Recalculate bounds on the champagne firework `MortarChampagne`
Recalculated bounds on medium battery
Recalculated bounds on water barrel
Manually lowered bear trap bounds and removed the mesh filter from the server trigger. Test passes
sail.deployed:
- Set prefab position at origin
- increased upper deploy volume X by 0.22 to be under the 0.5m overhang
Test passes
Added shelf
14935
- Reduce maxOverhangMetres to 0.5f
- Exclude hidden item definitions
- Only include deploy volumes that affect constructions
- Include DeployVolumeEntityBounds
- Do not include DeployVolumeEntityBoundsReverse
- Account for sockets
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