13,560 Commits over 2,435 Days - 0.23cph!
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Scientist2 and ragdoll now use PlayerModel.fbx as their base for better future compatibility
Fix recycler not unpacking any attachments/ammo if a weapon was inserted while a recycler was already on (already happens when recycler is turned on)
Merge from paint_pool_fix2
Possible pooling fix for MeshPaintableSource showing the wrong texture after being popped from the pool
First pass rebuilding Scientist2 prefab with new player model
Now embeds the HazmatSuit fbx prefab so should be less likely to break going forwards
Updated Scientst2.mp5.anim.override with new animations
Merge from travelling_vendor_nre_fix
Null checking local player list in TravellingVendor
Don't apply CPU Affinity more than once in the editor
Was retriving the manifest from the backend (a full web request) and applying it every time the game compiles due to InitializeOnLoadMethod
Added Unity iteration profiler package to project (embedded)
Merge from main
DIrectory conflict on Clothes/vest.metal/vert.metal.female (deleted on this branch presumably to fix the typo?), preserved the delete
Many conflicts across clothing and vehicle prefabs due to the Entity Label cleanup, all merged automatically so should be safe
BasePlayer.Command now has overloads for 1-4 parameters, makes all calls from our code alloc free
Left the params version for mod support
VehicleAimYaw parameter is now applied in -1 to 1 space
Updated clips on horse seat to match new ranges, looks waaaaay better
Added an extra hash set when calculating the seed for picking hair colour
In some hair cases this was resulting in hair that would only allow certain colours in the variations colour array
Merge from voice_delay_fix
Possible solution to voice latency that occurs after long playtimes
Add voice.bufferResetThreshold convar, takes a value in seconds. If the stored amount of voice data is greater than this duration then we skip most of the stored voice data to catch up
Defaulting to 3.5s, can be 0-5s (the max amount of data we store)
If it's set to 0 disable this fix entirely
Print a client log when this happens, would like to know if it works
Don't apply the 0.25s early exit to the gesture viewmodel, still apply it to the third person
Added IK targets to microphone stand
Added helper SetLeftHandIKTarget/SetRightHandIKTarget methods, would technically be faster than manually setting position and rotation
Enable animateVehicleAim360 on horse seats and add a blend tree (just one motion for now)
Merge from main
Merged prefabs: Mannequin_deployed, huntingtrophysmall/deployed, fishing_rod_entity
Fix new scientists not playing movement animation in demos after the demo was paused
Possible Client_OnCassetteInserted NRE while spectating fix
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Mark the position/rotation offset fields on ShieldHeldEntitiyOffset as read only, they should only be applied with the editor button
Update butcher knife offset, very minor change
Allow spine movement during kick gesture (see forceAllowSpineMovement toggle, we normally don't want spine look during full body gestures)
Fixed a bunch of gestures set to loop incorrectly
Gestures now start fading out the upper/full body layer 0.25s earlier, so the layer is fully faded out by the time the gesture finishes
Prevents the state machine switching to the idle state and still being visible during the fade
Fixed spine IK not applying correct weights while in an upper body gesture, fixes slight angle changes when entering/exiting gestures
Disabled Has Exit Time on the SItting -> Exit animation state
The animator pose type will now persist it's value when a player dismounts, it used to reset to 0 as soon as a player dismounts
This fixes mountables using a different pose type to the default sit animation transitioning to the default sit animation as soon as a player dismounts
It always did this, but because the default sit animation was a single frame it was unnoticable
Call UpdatePlayerModel the same frame as a held entity is deployed, not the following frame
This fixes the weapon appearing in the wrong location for a frame when it's parented to a prop bone and the prop bone is animated
Switch to BigEndian, fixes static
AAC is working!
Refactor the ShoutcastStreamer to support different underlying codecs, load the appropriate decoder for each stream
MP3 is up and running (already works), AAC is implemented but not quite working yet
Very experimental
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Merge from child_dynamic_lods
Manually call SetEntityAndChildrenDynamic on TrainCar to catch any LOD renderers that haven't been marked Dynamic
Fixes some disappearing candles and junk in the caboose carriage and should be more future proof than just modifying the affected renderers one by one
Applied to NexusFerry as well as it had the same issue on the static boxes
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Merge from main, lots of conflicts
All merged successfully except for syringe, used the version from main as that was recently updated
PlayerAnimation controller merged automatically, will need verifying
Merge from demo_shot_track_dubbing
Split position/rotation tracks into two again
Update SillyHorseMask.Skeleton
Add BoneRetarget components to the Neck bones, this was causing bones to go missing during the skin retargeting
Merge from demo_shot_track_dubbing