136,694 Commits over 4,324 Days - 1.32cph!
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Added legacyconsoletoggle command to open the old console dev tools
Adding burst cloth constraints to LNY armour
grip adjustments to shield
Made non-monster (mesh-draw) renderers toggleable for performance testing
Pattern boomer UGC widget
tweaked burnt fuse effect
Material tweak to suppress the puddle effect on the deep sea islands.
remodelled inside of kiosk C to clean up and make it make more sense
UGC audio widget and edit history panel
Found the bool to include inactive components
Dropdowns now export correctly with their name values. Exports as strings for both Excel and ADX Datatables format.
TODO: Ensure that inactive setting sections do still get included. Handle Sliders and Toggles (should be easier than dropdowns as no namevalues), will try to do abstract/generic solution to work for all 3 types.
Merge from add_printorkilloffnavscientists_command
Merge from fix_scientists_cant_enter_oilrig_rooms
Merge from fix_scientists_not_wounding
Merge from fix_scientist_cant_see_player_despite_touching
Merge from fix_ai_play_anim_nre
some more doodling on the monument layout
sulfur box texture tweaks
Adjusting settings for horse armour and adding cloth mat
Added new materials and textures for LNY horsearmour. Updated model material references
ballistic shield blockout and file setup
missing .mat files? thanks plastic
sulfur box texture polish
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sulfur box textures, game model, icon
Prevent stolen RHIBs from oilrig killing themselves on server restart (needs more testing)
Changed cowbell AnimationCrossfadeDuration to 0 (was 0.1)
Fixes majority of cowbell animation getting lost in the transition (affected the old player model as well)
Updated the trumpet_idle_play anim in the PlayerAnimator to point to the new trumpet_idle_play anim
Override controllers override clips and not states so this broke all of the other instruments, reapplied idle animations on guitar, cowbell, flute, tambourine and tuba
Fixed stance-aim using 3p_blowpipe_attack_aim clip for override, should be using 3p_blowpipe_idle_aim
Fixes double fire anim
hoarded a bunch of changes:
- refactored vclouds and vfog for multi camera support
- vclouds and vfog ported to RRP with built-in wrappers
- match sky dome pos to camera in RRP, including in scene view
- scale sky dome to camera far plane in RRP
- use CommandBufferManager.OnPreCommandBuffer hook to call OnBeginRendering() in built-in wrappers, fixes update happening after commands buffers were already filled
- share TextureDescs between render graph and built-in wrapper render texture creation. Ensures consistent formats, etc
- fix skybox rendering twice in scene view
- fix water render graph issues on lower quality levels
- fix destruction of water dynamics RTHandle
Started on the server admin UGC tab
rough burst cloth setup, working with the added unity constraints
Mark torcholder active pfx LOD as dynamic
Added a test to detect redirect items referencing themselves as IsRedirectOf
LNY armour rig setup with temp default Unity constraints
Implemented rigged LNY armor mesh
Add `visibilityradiusdeepsea` convar to increase the network range in the deep sea
- default to 20 (640m)
Implement STUDIOHDR_FLAGS_VERT_ANIM_FIXED_POINT_SCALE
Fixed some potential crashes with navmeshes
Fix potential crash issues with dropship
Prevent `trace` concommand erroring with dropships
Adding LNY horse armour fbx
second pass on environment volumes
first pass on environment volumes