121,940 Commits over 4,048 Days - 1.26cph!
Removed importer layer from tool cupboard check mask
Switched layer from Imposter to World on EasyRoads3D prefab surfaces (T crossing, X crossing, roundabout)
Added missing imposter scripts and billboards for bush_willow_snow_small_a and bush_willow_snow_small_b
Nuclear missile silo progress
Fixed bathroom stall collider
Merge Main -> PhysicsLayerRevamp
▆▅▍▌ ▍▍▇▄▇▇ ▍█ ▊▍▉ ▉▅▍▊ ▊▆▆ ▊▊▋▇ ▍█▅▋▋'▆ ▌▉▍▍ ▊▇ ▆█▌▊▆▍ ▄▋▉▉▆▉▉▍ ▄▋▊▄█ ▇▅▉▍ ▌▍▊ ▊▊▊▅▄▉ ▌▋ ▊▆▋▉▍
Slightly adjusted blend factor on cream pile terrain material
Tweaked tiling on gingerbread floor to make repetition less obvious
Fixed a small visible gap in the t-junction mesh
Disabled saving on gingerbread barricades, xmas dwellings and gingerbread corpses
Fixed Xmas dungeons using the Halloween lifetime convar (now correctly using xmaslifetime)
Set gingerbread floor to tile based on XZ axis to remove seams between modules
Added blending to cream piles
Slightly tweaked cream pile positions
Merged blend layer shader changes
possible dwelling leak fix
Create and position board pegs when mounting a weapon.
Set peg configs for a few test weapons.
Fixed several edge cases that could call into EOS API with invalid client handle
merging back to a sensible branch
wip peg config setup/tool
added AssetFolders.cs script
- automates the creation of an Asset folder structure for consistency
- Folders created: Effects / Materials / Model (with subfolder named Textures) / Sound
Right-click in desired location -> Create -> AssetFolders
Fixed BoundsCheck.ApplyBoundsChecks not doing the correct fallback bounds check when no BoundsCheck components exist (also optimized it a little bit in the process)
Interaction sounds for santa present airdrop
Fixed santa sleigh reindeers not animating
Add a warning if an emoji hasn't been added to the library
Add support for server to recognize if a player has sent emoji they do not own and reject the chat message
Removed all usages of the Player Model Rendering layer. Renamed it to UNUSED A for now. Inventory player preview now hides way under the map instead of being on its own layer. By necessity it also now receives directional light from the sun along with its own local lights, but that may actually be an improvement. If we need to revert, the layer remains available for now.
Merge Main -> PhysicsLayerRevamp
Don't use the imposter layer when trimming meshes, just disable all other colliders in the scene and then re-enable them once we're done
Updated Ice Throne deploy effect + collider phys materials to better match the item
▄▅▉▌▄█▊█ ▄▋ ▊▍▅▍▄▋▉█-▊▉-▆▌▍█▇ ▄▉▍█▇▄█▊▊▋. ▋▉▆█▌▆▌▇█ █▊ ▄▇▍▊▌▅ ▉█▊ ▆▅▅▉▍ ▍▋▍▋▊▅▆█▅. ▇▅▇ ▍▌▆█ █▉▍▊▄▅▄▌ █▌▌▆▄█▉-█▋█▍ ▉▌▊▋ ▆█ ▉▅▊█▉ ▅. ▋▅▆▋▉▅ ▌▍▋▋▅▆▌▇▄█ ▊▋ ▋▉▉▌▋ ▉.
Play wrench hit anim every time a pipe piece is placed
Speed up hit animation (0.8->1.2)
Added a wreath made of icing to the door and moved the gumdrop player detector there
Assigned icons and categories for xmas skins
Xmasdwelling_A to D now spawn barricades using spawners so that there's not an extra copy client-side.
Adjust dynamic dungeon spawn points to start at y=1025 and repeat every 100 units (to be better positioned within dynamic dungeon network groups)
▌▉▅▇▊▍▇█ ▉▆▌▉▌_▊▊▆▉▍▇_▍▊▌▍▆ ▅▇ ▅▉▅▊▉▇▌ ▇▉▅ ▊▄▇