123,871 Commits over 4,079 Days - 1.27cph!
▅▄▋▍▍ ▍█▉▄▋▌▊▅▆ ▌▋▆▆ █ ▌▊▅▇▋ ▉▉▆▆▍▇▋▄▊ ▋▋▌▆▌▉▋ ▅▇▊ ▌▊█▇▄. █▊▍'▄ ▄█▄▄▋▄▇ █ ▊▆▉ ▊▍▌▍ ▇█▄██▋▋
Don't try to show barricade damage effect if it's not assigned
Fixed regression whereby Mountain would spawn on small maps
Tweaked microcliffs LOD distances and spawners
Place cliffs needs more attemps on procmap, less missed spots
Created v3_microcliff and v3_microcliff_arid to fill in the valleys with cliffs where Placecliffs doesnt go
Tweaked the rules for spawning small rock formations in the arctic so they work properly with foliage
Slightly increased the density of tundra field rocks
gesture anim updates, added dance, blend tweaks
Subtract the changes back to life
Implement NetWrite.Read and NetWrite.ReadByte so demo recording works
Enabled "preserve mip map coverage" on grass textures. This help increase alpha density over distance without having to make grass up-close too thick
Added small rocks to all biomes to spawn alongside grass
Fixed beach grass not spawning in proc map
Fixed arctic grass not spawning on plain topology
Allowed temperate grass to spawn on cliff topology to fix holes in the coverage
Various tweaks to density in all biomes
Adapted tunnel entrances to the small version inside LS, Harbors, Airfield, MT, Powerplant, WTP, Trainyard
Moving train tunnel entrances for monuments into another folder so procgen doesnt spawn them
Adding an alternate tunnel entrance for tighter spaces inside monuments
apply slow aim fix to new setup
Unity 2019.4.22f1
Re-enabled graphics jobs on macOS (test)
Implemented the speed based agent avoidance priority from [58969] in to the new BaseNavigator as a SpeedBasedAvoidancePriority toggle, defaults to false.
Removed now unused function
More manual merge/picking relevant bits out
▅▉▊▅▅ ▋▌▉▇▋▍▋▉ ▇▊▍▍▋▆▄▉▌ ▉▊▄ ▍▋▋▆▆ ▋▍▅▊▋▌▅
Revert
59516 due to it causing a dismount position bug. This will bring back the dismount view angle bug.
reworked launch site level to include tunnels entrance station
reworked giant excavator level to include tunnels entrance station
Better movement block when in a stationary gesture
Disable any particle effects or lights on held entities when entering a gesture - re-enable them afterwards
Add gesture bind to Options menu
Add a slight delay when displaying weapons at end of gesture
Don't apply gesture rotation offset to gesture vm (only weapon vm)
Add vsconfig to ignore list
- Turn timer fixes
- Free the card list in CardPlayerData properly
Some general code cleanup
Fixed some incorrect layer assignments on the different versions of the poker table
Fix deactivated card tables at bandit camp
Only show the turn timer in the UI when it's the local player's turn
WIP support for non-cancellable and third person gestures
Sort out some obvious issues with full body anims
Revert work cart dismount position changes. It fixed the forward velocity dismount but broke the reverse dismount
Workcart dismount position edit
Move Work Cart dismount points backward to help account for client/server delay
Fix warnings on boot from non player models
Fix errors when cancelling a gesture too early
Move all viewmodel gestures to the same layer (we're not treating 1h/2h gestures any differently now)
▄▊▋█▍▅ ▋▍▍▋▅▊▍▆▋▅▉▄ █▊ ▍▆ ▍▆█ ▉▉▄ ▌▉▌▌▇▍▆▊▋▄▄▆▄ ▄▌▊▅▅▉▍
▇▍▉▅▄ ▉ █▌▊▉▍ █▊▋▅ █▍▆▇▄▍▄▇▉ ▍▆ ▉▍▇ ▇▅▆▄ ▉▊▌▄▊ ▋▋
▄▄▇▍ ▄▇▌▍▋▄ ▊▄▉▆▇▌▋ - ▋█▌▋▋▊▉▆▆▌▋▆ ▍▄▆ ▉▌▊▊▅▋▋▅▉█▊█▄ ▇▌▍▅▊▆▆
Merge main -> random_opt_2
Fixed HapisIsland and supermarket roadsign prefabs. Same fixes as done on HDRP_Art_Backport branch.
Updated supermarket roadsign (although it's unused (disabled) anyway)
Checked over roadsign prefabs in monuments after merges may have stomped them.
Fixed some or all roadsigns on:
powerplant
military_tunnel_1
radtown_small_3
HapisIsland
Checked and already looked good:
junkyard
compound
airwolf_compound
water_well_a
water_well_b
water_well_c
water_well_d
water_well_e
fishing_village_a
military_tunnel_hapis