111,241 Commits over 3,928 Days - 1.18cph!
Fixed rivers having the lake instead of river water body type set
Fixed rivers ending too soon when getting close to the ocean (regression from all the recent changes)
Fixed river splat sometimes going crazy where rivers flow into the ocean
Fixed harbors overlapping rivers
viewmodel burstcloth angular limit tweaks
Updated all wallpaper mats to use MULX2 blend type on the detail layer (fixes missing normal and occlusion)
Support underwater effects in lakes
Add option to export code only FSMs to graphviz to help porting existing FSMs to the new UI
restored viewmodel wallpaper renderer
Set all wallpaper skins unlocked by default for now so its easier to test on staging
Merge: from /main/pool_reduce_freeunsafe
Tests: tested on feature branch with build tests
Update: Replace Pool.FreeUnsafe with Free
No funcitonal change, just reducing work in the future. Also updated relevant binary.
Tests: Build a win64 client locally and built all modes in editor.
Using mountain topology to reject monuments inside canyons as that is about the only one that will leave cliffs, decor and forests intact
Changed monument spawn filters in world setup prefab
updated wallpaper view/ world model prefabs and vm rig with latest mesh
Skin setup
Created wallpaper steam item and flagged the default wallpaper skins as unlocked by default
Added a setting to ItemSkin to let us flag a skin as unlocked by default
blowpipe viewmodel mesh for alex
temp textures
Restored wallpaper.entity WallpaperModelRenderer components
Updated Wallpaper World Model FBX to fix flipped UV's on LOD 1 and 2
FIxed Wallpaper World Model FBX not having LODs
Updated Wallpaper View Model and World Model to have correct names and data names
FIxed Wallpaper World Model UV rotation error.
Merge: from main
Tests: none
Fixed digital clock UI server fields mismatch
wip deployable scene item setup
Fixed WallpaperModelRenderer server fields mismatch
Updated Wallpaper Viewmodel and Worldmodel to the latest FBX
updated wallpaper entity with latest world model meshes
Finished weapon items scene setup
Fixed offset not being 1:1
First successful attempt at running right hand IK as part of the weapon aiming system without reparenting the weapon to a different bone
Still not quite 100% accurate to the authored gun position
Involved building a 2 bone IK pass into the aim pose system so that the IK pass has all of the information it needs to evaluate it's position
merge from reload_animation_timings
Fixed actual gameplay prefab for testing
Add [System.NonSerialized] to savedTrackSpeed
Fixed inertia tensor z becoming zero on bikes after sleep/wake cycle (+minor formatting fixes)
Updated C4 mats & textures to use Rust Standard instead of the deprecated custom shader.
Updated the lighting on C4.
Explosion related WIP backup.
Merge from missing_component_warning_cleanup
Moved all ModelViewer assets into an Editor folder to hopefully prevent it being included in asset bundles
Removed the missing component on the demo playback record shot object, unsure what it was but the functionality seems unchanged
Merge from elevator_parenting/net_vis
Fixed gibs getting spawned when picking up an elevator
Merge from elevator_parenting/net_vis
Fixed player placed elevators not working
Fixed the neon light in player placed elevators causing a material leak, now uses MaterialPropertyBlock
Fixed elevators not being able to move if they are in a different network group to their parents
Merge DuplicateGUIDFix -> main