10,943 Commits over 1,950 Days - 0.23cph!
Burst compile the bone jobs
WIP clear held entity button, not working for some reason
Fixed pose window always saving data to ADS slot
Exposed fields on weapons to declare which aim pose data to use
Fixed component not working at runtime, can actually see poses in gameplay now
Fixed not being able to edit poses
Mask out aim poses on deploy
Blend out the aim pose while reloading, driven by a behaviour on the state machine rather than a curve on the animation clip import (so we can apply to everything)
Update the upgrader script to apply these changes
Working Left Hand IK implementation
Fixed layer mask of summer DLC pools not picking up dropped items, fixes items not sinking as expected
WIP left hand IK, still not working
Refactor IK to specify right hand, in prep for left hand pass
Kayaks now pick up speed automatically when facing downhill (for extreme river rafting)
Uses same system as boogie boards
DroppedItem now spawns it's worldmodel via GameManager.CreatePrefab, ensuring PreProcess is run
Removed the server side code that disabled renderers as those renderers should now be removed in PreProcess (this code was just for the editor but it ran at runtime regardless and caused a 40b allocation every time an item was dropped)
Fixed mushroom colouring not being applied to dropped mushrooms
Added a new TeakUIPresetSelect that allows us to create defaults for selections of settings
Added preset accessibility options for Protanopia, Dueteranopia, Tritanopia
Also supports a custom mode
Turn on cast shadows for LOD0 of the mushroom clusters
Hooked up the new mushroom materials to the colour swap pallette
Fixed offset not being 1:1
First successful attempt at running right hand IK as part of the weapon aiming system without reparenting the weapon to a different bone
Still not quite 100% accurate to the authored gun position
Involved building a 2 bone IK pass into the aim pose system so that the IK pass has all of the information it needs to evaluate it's position
Fixed actual gameplay prefab for testing
Merge from missing_component_warning_cleanup
Moved all ModelViewer assets into an Editor folder to hopefully prevent it being included in asset bundles
Removed the missing component on the demo playback record shot object, unsure what it was but the functionality seems unchanged
Merge from elevator_parenting/net_vis
Fixed gibs getting spawned when picking up an elevator
Merge from elevator_parenting/net_vis
Fixed player placed elevators not working
Fixed the neon light in player placed elevators causing a material leak, now uses MaterialPropertyBlock
Fixed elevators not being able to move if they are in a different network group to their parents
Added support for two sets of data to be loaded onto a pose at once, a default and an alt set
The alt set will be used for ADS
Supports blending between the two with a weight so we can animate it
Revert fishing rod entity to current version from main, this prefab was broken on this branch
Merge from safemode_prompt
Fixed slider highlighting when the player hovers over the timer progress bar
Merge from world_update_2
Add nav mesh obstacles to the water bodies in new monuments to stop animals getting underwater
Merge from world_update_2
Adjust water depth socket mod to work better in lakes, should allow water pump placement in lakes
Merge from elevator_parenting/net_vis
Adjust elevator sound logic to be driven via the lift entity flags rather than the elevator block (as we can no longer guarantee that the block will be networked to the player in some scenarios)
Merge from elevator_parenting/net_vis
Add tunnel layer to players visibility when in caves layer
Fixed lift entity getting orphaned if elevator block is destroyed