12,640 Commits over 2,315 Days - 0.23cph!
    
    
    
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed gibs getting spawned when picking up an elevator
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Add nav mesh obstacles to the water bodies in new monuments to stop animals getting underwater
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjust water depth socket mod to work better in lakes, should allow water pump placement in lakes
 
                
                
                
                
                
             
         
        
            
            
            
                
                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)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add tunnel layer to players visibility when in caves layer
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed lift entity getting orphaned if elevator block is destroyed
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Fixed explosives not playing their underwater effect when they detonate under the lake
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a system to block water pump placement in swimming pools but still allow it in natural water sources like lakes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed dropped items not sinking properly like they do in the ocean (will need a S2P, I'll just do all of them at the end of the day)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed not being able to fill water containers from lakes and oases
S2P all new water monuments
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed being unable to drink from lakes and oases
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update manifest, delete some old meta files and fix lake A alpha texture not importing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from truck_junkpile_terrain_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Rotated the toolbox spawn on junkpile G to face away from the cabin
 
                
                
                
                
                
             
         
        
            
            
            
                
                Move crate/parts/barrel spawner on junkpile A and H slightly, hopefully prevent under terrain placement