13,600 Commits over 2,710 Days - 0.21cph!
Reverted the divemaster missions to a max 500m
Added a new allowDoubleDistanceIfNoOptionsAreFound field, this way there's no chance that a distant divesite will be used when a smaller one is in range
Experimenting with some ore resource entity optimisations
Remove all children (except for foliage displacement on client)
Store stage meshes and collision meshes in a new StagedResourceEntityInfo PrefabAttribute so we're not storing the same information on every single ore
Removed a SendMessage
Automated upgrade process
Only applied to ore_stone for testing so far
Increase maximum range dive sites can be from the divemaster NPC (500m -> 1000m)
Resolves these missions sometimes not being able to start
Run the update process on a fresh version of the animator from main, fixes all overrides
Update animator script upgrader to replace the animations on the walk and crouch blend trees with their new versions, fixes overrides losing their data when we update from main
Switched player_model to use standard animator (it was getting set to this at runtime anyway)
Removed some test animator controllers
Remove the mention of floating bottles on the load screen tips
Disable two scroll rects in the inventory when the inventory is closed, should save about 0.02ms (big gains)
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Disable underwater blur when using underwater_cinematic convar
Added prop opffset support when holding a left hand dominant entity
Refactor held entity aim settings so we can toggle which is the dominant and non dominant hand (to support left hand parented weapons like bows)
Added option to only apply hand aiming while in ADS
Rebuild manifest, includes missing cliff rocks
Remove old spineIkAimOffset system, superseded by new components
Fixed left hand IK not getting applied when switching between weapons
Finally fixed up/down spine look appearing incorrect and tilting to the left, legacy aim offset animator layer was being enabled and affecting the final pose
Fixed pose solver breaking if the held entity is missing a non dominant hand IK target
Added throw support to pose editor
Removed right hand pose component entirely
Added basic camera rotate and pitch controls to edit scene
Removed some leftover logs
Fixed some incorrect rig behaviour when entering and exiting edit mode
Remove dedicated right hand aim component (now builtin to AimPose component)
Expose right hand aim offset per weapon
Fix blunderbuss hammers flicking back at the end of the reload
WIP pistol aimpose setup (using python as test)
Fixed not being able to switch to weapons that aren't using v2
Adjusted spine look ratios, lower spine bones now rotate more than upper spine bones
Fixed aim pose scene weapon selector sometimes not working, fixed clear weapon button not working
Client and None compile fixes
Fixed underlying skin meshes getting re-enabled when zooming in and out on the binoculars
IViewmodelComponent can now modify the position of the viewmodel in world space, updated all implementations
Fix water well NPC refreshing sell orders when server restarts
Fix DPV appearing in crafting menu in tutorial
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Set legacyDismount to false on chair.invisible.static now that dismount checks always use a capsule check even when an ignore entity isn't provided
More merge fixes, including updating the animator. RPS now fully functional
Reapply gesture code changes and fixed up gesture picker in the menu
Merge from main (stomped local changes on BasePlayer-Gestures and PlayerAnimation controller, will need to reapply changes)
Fixed positioning on fan mesh on worldmodel
Fixed worldmodel missing outline and adjusted collider size
Add a capsule check on the world layer before spawning to prevent the player from spawning inside the new cliffs
Set frontier hatchet to unlock via frontier hazmat