112,061 Commits over 3,928 Days - 1.19cph!
Added relaxed cone map generator
▌▋▅ ▌▌▋▆▇▉▄▍ ▍▅▌▆█/▅▄▉▆ ▅▅ ▅▊▄▅ ▄▄▉▋ ▍▄█▉▇▆ ▆▍ ▌█▉ ▊▌▍ ▍▋▉▇▋▆▋ ▋▇▊▊▋▊█▋▊▋▅▋▋ ▅▍█▉, █▍▅ ▅▆ ▅▋▉▇▅▋▆▉▊ ▇▇▄▅ ▋▌▍▊ ▉▋▆▅▋'█ ▌▄▋ ▍▆▍▌▋▄▊
Culling volume tests for lighting purposes.
Merge from main/wallpaper
Removing ItemDefinition label from wallpaper.entity.prefab.meta
Integrate all new wolf gaits with correct speeds
Refactored the wire deployment code
Can now press E to arm the trap, if not armed already
Update wolf turn root motion, fix root motion extractor breaking references, have root motion extractor run automatically one animations with names ending in _rm
Double elevator max floor limit
set wolf anims that need to loop to looping and edited name of wolf rotate L/R anims
exported wolf prowl anim at origin
▊▍█▇█ ▊▄▆▌ ▅▅▋▄▋█▊█▉▅▇▄_▌▍▌
updated rock formations
updated world setup to spawn them
Playground.Player scene updates
Candle prefab lighting updates.
Lighting prefab backup.
Updated skinning on male player model with forearm twist bones and elbow twist bone
Prevent on draw gizmo spam in the editor
Harbor shipping containers now allow vehicle movement onto cargoship by parenting vehicles
road/rail rejection for coastal cliffs
renamed 'new wolf anims' folder to 'anim2024_update' and added _rm to the end of wolf 180 turn and run attack anims
Candles use standard thick transmission shader instead of the depracated packed one.
Apply workshop URL skin when starting scene.
More tests.
exported wolf idle 1 and 5 anims and shortened wolf run attack to remove the growling part
update to shockbyte toolcupboard
- zeroed lods
- fixed lod materials not being properly assigned (order was wrong)
Added new head to skinset.male
exported all updated wolf animations in a new folder
Wire invisible over ~4 meters
Added distance-based culling to the wire shader
▉▆█▊▌ ▍▊▅▊ ▋▇▋▊▋██▇▉▋▄▇_▊▉▇
Increased the default npc vending machine IntervalHours to 5 in-game days
This means that prices will adjust themselves every 5 in game days, used to be 4 times a day
This should result in more stable prices and smooth out the sharp drop off of prices a week into a monthly wipe
Simplify TwistCorrectionComponent
Ported the two bone IK component into our framework
Updated the twist scene with a more representative example of bone shearing
Made an example scene for the twist component
Fixed the TwistCorrectionComponent resetting it's initial rotation offset value every time the component is updated, preventing it from working at all
Gibs, more closely match icon
Set up skin, rebuild deployable prefab to keep consistency with base TC
Changed some shelf contents for lighting purposes.
Lighting prefab backup
Added a timeout and make sure the UI is layered properly in the HUD
Merge from monument_scenes -> aux1
Fix remapping order being reversed