110,898 Commits over 3,897 Days - 1.19cph!
Merge from root_label_fix
Merge from ice_sculptures
More adjustments, can now accept either a player ID or player name
Adjusted clearUGCByPlayer convar to not require the player to be online
Removed a WaterVisibilityTrigger from the root xmas dungeon prefab
Horses now skid when braking at full speed
Progressively reduce head leaning max angle based on speed
Re-introduced spine ik
Tweaks
added textures and set up mats for the knight armour
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battering ram anims updated
Bugfix: Prevent game-object pooling if done mid-scene switch
- When MonoBehaviours are being destroyed due to scene switch, it can cause an invalid transform hierarchy modification, causing an error
MonoBehaviors can clean up their resources in OnDisable, which can cause them to be pooled - example: AmbienceWaveSounds.
Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times:
- without the fix, it was 100% generating an error on disconnected
- with the fix, had 0 error reports
always unlock ginger bread building skin
battering ram anims exported on updated rig
merge ice_sculptures->main
- addresses majority of feedback from previous playtest
added initial battering ram anims
Medieval Metal Double Door Folder Setup
Added Medieval Metal Double Door Frame Model, Textures, Materials, LODs & GIBS
Setup a Basic Prefab for the Medieval Metal Double Door Frame
added SculptingToolData to all relevant weapons (currently any melee weapon that does stab damage)
Bake covers inside prefabs in the prefab's local space, so that they can be retransformed in world space when the prefab is placed
(baked covers are not gameobjects, just structs in a list, so they are not automatically parented)
better defaults on sculpting tool data
Merge from indirect_instancing
Restoring ProjectSettings.asset
Make the cover tool faster by only generating the helper navmesh on tiny planes that perfectly fit the bounds of each monument sub-prefabs
- Removed the jitter spread convar as it's no londer needed
- Updated the global_TemporalAAParams with the new TAA parameters
Tool to load all sub-prefabs of a monument, automatically add scientist covers nodes to them, then save the covers in each prefabs
This way we can still bake covers in editor even though monuments are procedural
Also optimize the tool to take less than 1s for basic monuments like desert military base
hit guide for carving/smoothing is painted onto the ice itself in the sculpture shader, additive mode still uses the 3D sphere hit guide as it's more appropriate to that mode
- also some cleanup and a fix for the hit guide getting stuck when switching items in some situations
Fixed hexagon tiles not being killed correctly
Added luminance weighing to TAA to reduce flickering
jungle_ruins_b iteration2
Merge from indirect_instancing
removed lodgroup from jungle_ruins_wall_3m_D prefab
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jungle_ruins_a iteration2
metal shield 3p melee attack anim updated
Tweaked horse rotation responsiveness, added an additional factor based on the current speed
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cherrypicking
109219 Fix wolves not fleeing when damaged when their target is inside a safe zone
merge from giveitemfailed_toast_fix
merge from legacy_shelter_description_change
merge from voiceprops_itemstore
merge from hackweek_car_radio
added additive mode for tools that puts ice back - only on the ice pick right now for testing
removed shield blocking condition on the transition from idle to shield melee attack anim on the handshield layer in player animator to get the melee attack animation to play correctly
initial smoothing from water splashes
- can't splash with sprinklers (too high amount requirement)
fixed pivot points on construction meshes