111,226 Commits over 3,928 Days - 1.18cph!
River flow improvements (follows a sin wave on flat terrain)
River distance improvements (rivers keep a more reasonable distance from each other)
Burst compile the bone jobs
Small river width randomization fix
WIP clear held entity button, not working for some reason
Fixed pose window always saving data to ADS slot
Exposed fields on weapons to declare which aim pose data to use
Fixed component not working at runtime, can actually see poses in gameplay now
Fixed not being able to edit poses
Mask out aim poses on deploy
Show more fuel on the gauge for small amounts, since it won't often have big amounts in the 500-capacity tank
Wrote a new stability system for the DPV
Blend out the aim pose while reloading, driven by a behaviour on the state machine rather than a curve on the animation clip import (so we can apply to everything)
Update the upgrader script to apply these changes
Show a message if the player tries to mount in too-shallow water, instead of just blocking the mount interaction
Working Left Hand IK implementation
Fixed layer mask of summer DLC pools not picking up dropped items, fixes items not sinking as expected
Fixed BuildingPrivlidge.MenuDeauthorize_ShowIf NRE
clamped console autocomplete index to the bounds of how many options are available
Created LODs and baked LODs for hill cliffs
Added batching to all cliffs
Added splat masks for hill cliffs
Removed jutting cliff material variants
Missed some diamond wallpaper files
Created tiling blue diamond wallpaper, compatible with Wainscotting A. Updated Wainscotting A wallpaper to match. Updated skins list. Changed glossiness of venetian plaster set. Downressed some supporting textures in wallpaper set.
Hook new wolf growl anim, make animator state generator case instensitive
Rewrite PooledList to be IPooled and IDisposable, allowing it to be part of using statements and free itself when leaving scope
committing texture meta that plastic desires
weapon updates
- set events to use revolver sounds for now
- ironsight updates
- anim updates
- set up ADS anim versions in the viewmodel animator
Include latest skins when using setwallpaper command
Tweaked wallpaper textures aniso levels
Enabled mip map streaming for all wallpaper textures
exported Wolf_GrowlRunToWalkBack animation
Update: convert PositionLerp to IPooled
Previously implemented as IDisposable, so this was a straighforward switch.
Tests: ran a local 2player game, forced the client to disconnect - confirmed EnterPool got called
added skin constraints to left him as well
Make sure we aren't setting wallpaper on incompatible blocks when using 'ent setwallpaper' command
burstcloth - made skin constraint editing less messy
Merge from world_update_2
burstcloth - added skin constraints to allow explicit separation from defined points on skinned mesh without needing projected collision
- works alongside collision constraints, but allows solving explicit issues like knee clipping without having to rely fully on it
- applied to hazmat prefab, also reset bone positions
Fixed 35-40 calls of TerrainWaterMap vs. WaterLevel
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-Collision for Fire Cabinet
-Added Wall mount model, material, textures, LODS
world_update_2 -> world_update_2/radioactive_water
Merge: from main
Tests: built all modes in editor
merge from tincanalarm_tip
Coastal cliffs LOD distance tweaks
Fixed slope mask settings