12,534 Commits over 2,619 Days - 0.20cph!
Merge from effect_recycle_glass_fix
detachTime and recycleTime is no longer read only
Don't set those times to 0 at build time if no particle system is present
Temporary fix for this month, needs a nicer fix next month as those fields should be readonly
Hooked up randomisation on alien costume vm
Merge from vm_randomisation
New milk item placeholder
If an item id doesn't match the shortname, show an error in the inspector with a fix button
Hooked up fur shader toggle when shearing is ready
Added readytomilk and readytoshear debug commands
ai.showstate now parents it's Ddraw labels, looks a lot smoother
Animals can now eat from a trough, will prioritise that over grazing on grass
Renamed the "Horse Dung" item to just "Dung" (left the prefab/item def names referencing horse, no point changing those)
Hooked up male calf prefab/material
Show a mesh quality slider when previewing a LOD, allows us to quickly see what things look like at different quality settings
Merge from footstep_heavy_armour_fix
Fixed player footsteps not playing when slowed by excessive amount of armour
Affects players wearing full plate set as well as diving fins while walking on land
Merge from tc_auth_group_tests (only count a codelock if it has greater than 2 users authed on it)
Added LOD preview mode to the RendererLOD, MeshLOD and MeshCull inspector
When enabled will run the LOD process just for that object in edit mode, so we can test LOD ranges without going into play mode
Supports multi select, also draws a box around the object in the scene view with a label for it's LOD
Works in prefab editing and in the scene view
Merge from hands_preview_workflow (includes changes from main)
Cleaned up some edge cases
Added a toggle to the animation inspector itself and added a text readout of what meshes were detected and loaded
Proof of concept of an automated editor utility that inserts the viewmodel hands mesh into the animation inspector preview window if no hands mesh is present
Allows us to still use the animation preview window once the hand mesh has been removed from the rig file
Uses some naming semantics to try and resolve what the actual mesh that should be displayed should be, this is probably where we'll feel some pain for this system
If the animation file ends in _anim it will check for a file ending in _rig, then fall back to looking for a file without the _anim suffix
So v_bow_anims.fbx will look for v_bow_rig.fbx, failing that it will look for v_bow.fbx
The preview window will then load that fbx and the hands model if needed, combine them and feed it into the preview window
Added new ViewmodelClothingRandomiser component
Allows us to mirror the randomisation applied to a Wearable to it's viewmodel in case that randomisation affects the arms
Component has a groups array like the Random section of the Wearable, when used the group count needs to match (as we'll just copy over which "group" was activated)
Merge from heavy_helmet_audio
In game player voices are now also muffled by heavy plate helmet
Increased volume reduction (was 2400, now 1800)
Add new HideLods and ShowLods animation events, same as Show/Hide but will iterate over lods 0-4 of the object provided
eg. Called with w_ar_glass_mag_full_LOD0, this will also show/hide LOD0,1,2,3 if they exist
All showing/hiding events now uses a lazily loaded cached renderer list so we pay slightly more the first time an animation event is fired but subsequent calls are faster and allocation free (was allocating 40b each animation event)
Updated glass ak reload to use new events
Merge from deepsea_terrain_everywhere
Swap the ocean colour as well
Merge from statesync_event_fix
Proper fix for events double firing when using the StateSync component
When scrubbing an animation from normalized time 1 -> 0 Unity plays all events in reverse order :(
We now suppress animatione vents for a frame any time we scrub the state backwards
Removed the previous fix for this issue in DoEffect as now we've solved the root cause of the issue
Merge from main (will need codegen)
If a code lock has 2 or less authed users skip that lock when calculating the door tax
Configurable by decay.upkeep_lock_min_users convar
Attempting to exempt player run hotels from being overly taxed, may need to re-evaluate if abused
Merge from hlod_improvements_aug_26
More than doubled the speed of the MeshTrimmer stage of HLOD generation
Only readback the texture once, not per ray
Neighbouring tris now start with the successful ray of the previous triangle as that's likely to be valid
Do the dot product check before the ray, halves the number of rays
Removed a bunch of allocations (it's editor code, but still useful)
Full S2p with HLODs:
Launch Site 9:33 -> 2:18
Water Treatment -> 2:23 -> 0:51
S2P Launch site
Fixed previous HLODBounds BiomeVIsual changes accidentally including LOD components in a HLOD mesh that were outside of the range of the bounds
Only really an issue at launch site as it's the only monument where we run 2 HLODs, all other monuments use 1
Added decay to monument blockers
Has an initial grace period where no decay will occur (DecayGracePeriodMinutes on prefab, default 12 hours), after that will apply DecayPerMinuteTick (1) damage per minute
Added debug.addmonumentblockergrace to process artificial time to the grace period for testing and debug.printmonumentblocker to print the current blocker results
Time is saved through server restarts and scaled by timescale but will not take into account time spent offline
Also fixed a sneaky bug that restored blocker health to full on every server restart
Merge from deepsea_terrain_everywhere
Fix foliage not loading when DeepSea.terrain_everywhere is enabled
Merge from marketplace_power