13,305 Commits over 2,680 Days - 0.21cph!
Protobuf gen, server compile fix
Fully disable the RollBone class (couldn't see it active on the player model but just to rule it out)
Added avatar mask support to the Pose Tool
Added across the board support for presets in all the TweakUI classes
Added first pass Low, Medium, High, Max presets in the graphics options menu
The UI scale slider now applies 0.1s after the mouse is released rather than while the mouse is held down
Move the graphics settings in the options menu into a standalone prefab
Render TweakUIDropdown as a dropdown in the preset editor
Show a colour in the Preset select editor
Add a confirmation prompt when overwriting a pose
Move the shield to the back while reloading a projectile weapon
Recache the viewmodel renderers
Added a deploy delay so the player can't block immediately while the deploy anim is playing
Added a "Save pose as..." button to the Pose Tool to avoid haing to copy+paste an existing pose and overwrite it
Added Undo support when using the load selection from file button
Removed some logs in the DuplicateTimeline tool that printed every time the cinematic tool dropdown was opened
LODStripper will now delete any objects with LOD1, LOD2, LOD3 or LOD4 in the name, even if they aren't assigned to a LOD group or RendererLOD
Added melee and ranged shield impact slots to player model and viewmodel animators
Can no longer sprint while blocking with a shield
Fixed blocking flag not being applied on server
Added ShieldBlocking state to hands layer (inside Idle_StateMachine)
Fixed hotbar 1-3 inputs not working while the RPS gesture isn't active
Log cleanup
Merge from corrupt_prefab_handling
Added "Tools/Find/Corrupt prefabs" to easily catch merge issues, scans entire project for prefabs that haven't been imported correctly
Takes about 5s to scan whole project
Catches kayak issue from earlier in the week and another UI prefab issue
Try/catch LifeInfographics method that iterates over every entity in the project so it can gracefully handle corrupt prefabs (and print out the name of the corrupt prefab)
Some general cleanup, moved tool to Tools/Cinematic/Pose Tools
Added Undo support to Pose selected, pose random and paste pose options
Avatar field in PoseTools will now persist between editor restarts (saved in EditorPrefs)
Fixed copy/paste buttons not working in PoseTools
Fixed gesture system spamming warnings while on tutorial island
Took the chance to clean up a bunch of client side logs when setting up the tutorial island renderer
Remove the WaterVisibilityTrigger from MineDungeon, possibly causing missing water when exiting the halloween dungeons
Show the current shield health with the health/hunger/vitals
Move the player vitals into a FlexLayout, remove a bunch of hardcoded layout code as a result
Also filter out murderers, scarecrows and zombies on the tutorial island
Don't allow halloween/xmas dungeons to spawn on the tutorial island
Fixed shields not getting properly initialised when using spawn.shielddummy command
Added a damage mitigation factor to all shields, shields will absorb this percentage of damage and then pass the rest of the damage onto the player.
This is applied after the Protection properties are applied, so we can still vary how different shield materials affect damage
Split scarecrow and murderers into different prefabs to properly support the death screen and head bag systems
Updated Scarecrow.Population and the halloween tunnel prefabs to add in the new prefab (weighted 75/25 scarecrow/murderer to match the previous behaviour)
Setup reinforced wooden shield prefab
Add melee attack state on 3rd person animator
Added admire to viewmodel animator
Added override controllers for each shield viewmodel
Hook up deploy on 3rd person shield layer
WIP support for storing which NPC clothing loadout was active on a corpse, to support more accurate head bags and death screens when killing NPC's that change appearance via loadout (notably arctic scientists and scarecrows/murderers)
Fixed viewmodel renderers on non metal shields
Disable shield collider while the shield is on the players back
HLOD now immediately resolves when the player finishes loading