122,290 Commits over 4,048 Days - 1.26cph!
▄▇▅ ▄▊▅▄▍▄ ▋▍▅ ▄█▆▉▌█ ▌.▍▉.▅ (▆█ ▄▆█▆▇)
▍▅▇▅▌▊▆▍ ▉▆▍▍▆▇█▄ ▅▄▋█▍▅▉▄ ▊▊▍▌ ▆▇▆ ▅▊▇▆▄ ▅▍▇▇█, ▅▊▍▋▊▉▍ ▆▉ █▉▆▋▊▋▉▆▉
▊▄▉▅▉█▄ ▌▌▄▊▄▊▄▊ ▆▇ ▇▇▄▅ ▋▆▅▆▊▍ (▅▇▄▅█▄▍▇█▉▇▍▇▊, ▆▊▇▇▇▌▋▌ ▋▌▆▄▌, ▌▌▋▇▍▌▉▌▉▋ ▍▅▍▊▋▅ ▊▍▇▍▇▌▅▌▌▍ ▌▅ ▇▊ ▅▌█ ▆▅█▊▆█ ▅▌ ▌▋ ▌▇▆▇▅)
▅▋▌ ▍▄▉▉▇▊▋ ▍▆ ▍▉▍▊▌▋ ▇.▊▄.▉ (▄▌▅▄▄ ▉ ▄▆▋ ▆▊▍ ▍█▋▊▋▋ + ▍▄▄▆▌██ ▋▋▉ ▋▌▇▊▊ ▊▊▄ ▌▄▉)
Made the ocean spectrum sim loopable
Did some glass hacks to make it look less broken
Added a custom shadowproxy mesh for rocket factory exterior to get rid of light flickering through subpixel gaps
Replaced decal material on the rocket used inside the rocket factory with a cutout material
Fix for delayed boat waking
Updated launchsite scene with new lighting prefabs and deleted old ones
Deleted a bunch of props hidden underground
Set Reflex latency ping back to f13
Rocket factory, offices and warehouse material tweaks to make everything more consistent with new lighting
Fixed glowing decals in the rocket factory and warehouses
Specular texture variants for glass materials
Updated rocket factory light prefabs
Calculate a separate rotation speed per tread. Fixes magnet crane treads sometimes animating in the wrong direction when turning.
Renamed magnet crane treads (were "threads") and some collider gameobjects.
Added ability for magnet crane to both turn and drive forward/back at the same time (can still spin on the spot if turning without any throttle input)
Initial work on magnet crane wheel colliders and driving physics
Adjusted magnet crane colliders. Removing all VehicleWorld colliders on the client.
Fixed magnet crane mounted driver not syncing up visually with the crane itself when rotating the cabin (yaw controls)
Fixed case where changing equipment while a gesture is playing could lead to a viewmodel not appearing or appearing without attachments
More bone improvements to try and reduce warping on the legs mesh, still not quite perfect
Don't show the arms mesh for 0.25s after mounting, gives time for mesh to get into the pose without obscuring the camera
Enabled arms view on workcart driver seat
Fix head mesh appearing incorrectly when looking straight down
Shrink the neck bone to achieve the arms effect, less warping than shrinking the top of the spine
Set the new player reaction animation layer to 0 weight by default, and returning it to 0 after use.
Added environment volumes to office building, rocket factory and warehouse prefabs
Changed their shadowproxies to the world layer to fix cubemap issues
New lighting setup for the rocket factory and office buildings
Updated office light prefab
updates to player keycard anims & override controller
active pet linking/unlinking changes to allow active pets to be switched without needing to be destroyed.
cliff collapses & NE splatting
Added basic tessellation support, more foam improvements
Pet bar no longer assumes we're actively controlling a pet just because the pet exists.
Refactor code for getting/setting pet image so it can be used anywhere.
Added BuildingDark and BuildingVeryDark environment type
- Fixed magnet crane arm movement speed being affected by physics delta.
- Fixed magnet crane arm movement speed also being affected by dropped physics frames when exceeding maximumDeltaTime (capped to avoid massive moves if the server stalls).
Reordered player animator back to the old gesture order - fixes broken gestures from recent merge.
Updated index for LayerPlayerGesturesUpperBody and LayerGestures to the new order. Now using a constant instead of a GetLayerIndex for LayerReactions to match the existing style.
▋█▄▌ ▋▉▊▊▍▌▇▅▊.█▄▇█▍▌ █▅▇▊█▊▇ ▌▌▍▍ ▌▋▉▋▊ ▍▉▅▄▊█
▆▉▍▆ ▇▍▇▅▊▋▅▋ ▉▌▍█▆▅
▋▆▋▊▄ ███▆▍▅▉▋▍▇▊ ▉▋▄ ▄▉▍▅▍▋▉▆▍▆ ▋▄▇▊▆▌▅ ▊ ▉█▉▌▍▊ ▇▄▄▄▅█▌