111,828 Commits over 3,928 Days - 1.19cph!
Blunderbuss uses local animation effects folder instead of double barrel shotgun.
Ammo model texture setting pass.
Optimized texel sizes down to be more consistent with the weapons.
Force fur to bypass render queue check the same as Hair is
Clean: Removing other TMP hidden warnings
Turns out I added an extra csc file that I missed today.
Tests: none, trivial changes
Fixed hatchet fur not working with viewmodel renderer
Parent tunic controller to pelvis & add bone retarget
Improved Legacy Wood Piles -> World Update 2
-Added fire extinguisher cabinet world model
-Added materials
-Added textures
-Added fire extinguisher folder structure
-Added LODS
Fixed wallpaper being colored by shipping container custom colors
Also remove water caustics where ocean is culled
Removed shore wetness from canyons (again, accidentally reverted)
Update: fixing depr warnings in TMP
Originally I excluded it from fixes as it was an external package, but it has a couple of our fixes already.
Tests: none, trivial changes
AddToWaterMap correctly handles cases where lakes sit lower than the ocean
Don't render ocean where lakes are (determined by lake topology)
Added commands to easily apply and remove wallpaper to building blocks
- ent setwallpaper <radius> <skinid> (skinid set to -1 will randomize a skin for each blocks)
- ent removewallpaper <radius>
merge from FrontierHazmat/burst_cloth
Update: Review feedback
Avoid creating a struct when fetching state of ParticleSystem
Tests: none, trivial change
Derive graphview edges to store fsm transition information directly in them
Fix undo not working when renaming fsm nodes in the UI or changing state properties
Made underwater checks more stringent on divesites
Redoing some deployables I lost to a crash
Added terrain wetness around rivers and lakes
renamed mushrooms.mat to mushrooms_red and added other colour variants. changed to metalness workflow and added slight transmission plus easily tintable in the detail map
FSM UI now properly add new states at mouse location
burstcloth
- fixed siblings applying too much force as they were being iterated twice in different directions (this was increasingly unstable with higher numbers of substeps and constraint iterations)
Fixed terrain wetness displaying in canyons
Fixed lakes not displaying on map
Made the way water is displayed on map slightly nicer by taking distance to shore into account, not just depth
Vendor Mismatched Fields -> Main
Merge: from main
Tests: Build all modes
Fixed travelling vendor mismatched fields
Merge from world_update_2
Fixed rivers having the lake instead of river water body type set
Fixed rivers ending too soon when getting close to the ocean (regression from all the recent changes)
Fixed river splat sometimes going crazy where rivers flow into the ocean
Fixed harbors overlapping rivers
viewmodel burstcloth angular limit tweaks
Updated all wallpaper mats to use MULX2 blend type on the detail layer (fixes missing normal and occlusion)
Support underwater effects in lakes
Add option to export code only FSMs to graphviz to help porting existing FSMs to the new UI
restored viewmodel wallpaper renderer
Set all wallpaper skins unlocked by default for now so its easier to test on staging
Merge: from /main/pool_reduce_freeunsafe
Tests: tested on feature branch with build tests