111,740 Commits over 3,928 Days - 1.19cph!
updated swamps and bandit town swamp topology
set no exit time and reduced transition on player controller to reduce delay when going from swimming to DPV 3p anims
Fix outstanding bugs on DLC views
Renamed bridge to swamp in terrain paint modes (as that's what it's actually painting)
Replacing several Pool.GetList and FreeList with the new Pool.Get and FreeUnmanaged (post merge cleanup)
Tightened the terrain filters for hill cliffs and added Railside in 'topology not' to widen detection chance of rail
switched out prefab CompareTo to explicit implementation to avoid boxing
Removing Terrain_Distance from Shader.SetGlobalTexture as its unused on the shader side (all use cases covered by Terrain_ShoreVector)
CraggyIsland TopologyMap fixes
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Merge from ai_wolf_iteration
Fix editor only code being used outside of editor directives
post-merge waterinfo query fix
Merge from ai_wolf_iteration
Add more weapons to editor combat loadout
Make targetting component more robust, make wolves react more believably when shot with long range weapons
merge DPV->world_update_2
Undo meta guid changes on wallpaper textures from previous merges
TerrainTexturing.ShoreVector doesn't need to take water volumes into account (this was from when lakes were using water volumes)
Merge from elevator_parenting (includes tunnel network layer visibility system)
Post merge formatting fixes
Removed WaterSystem.GetHeight / GetNormal / MinLevel / MaxLevel as several places were misusing it (everything should go through WaterLevel)
merge FrontierHazmat->world_update_2
Update: pool.print_memory now allows to filter by T, case sensitie
Will be useful in narrowing down leaks in a more precise fashion
Tests: Ran the command with/without filter args
merge from world_update_2
Moved back the font ttf files to the Fonts root folder so community UI can load them correctly
Fallback to TMP default font if the font loading failed
merge from store-ui-dlc-pages
Main Camera post merge prefab fix
WaterLevel post merge compile fix
Merge from main (this will likely need some post-merge fixes)
Wallpaper commands minor additions:
- Pick the random skin using the item skin list instead of using an hardcoded ID range
- Check both the skin name and english display name during name recognition
merge main->FrontierHazmat
Added a bunch of terrain filters to coastal rocks to prevent road/rail spawning
Attempt to fix weird bug where fence mesh renderers do not keep both materials at runtime
Fixed floor spikes giibs spawning twice
Fixed large water catcher gibs incorrect materials
Rolled the right hand aim pass into the aim pose component, improves performance and solves a bunch of order of execution issues.
Right hand aim now happens after the aim pose solver and before the left hand IK pass
Remove a runtime allocation (will still trigger in the editor for some tooling purposes)
Refactor the SingleBoneAimComponent in preparation for rolling it into AimPose component