111,286 Commits over 3,928 Days - 1.18cph!
Added digital clock bit matrix font
Tweaked text mat
Updated icon
Fix `ProtocolParser.staticBuffer` being uninitialzied on other threads when not writing network data
- surprised this didn't throw errors before
Implement writing Protobuf header of demos for the final merged player demo
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Adjust terrain anchors on all 3 new divesites
Swap divesites over to prefab
Remove Scene2Prefab
Resetup populations
Delete autospawn folder
cleaing up divesite. collision and lods
Updated Textures for Digital Clock
Fix wolf not following players moving away with lit torches
Add torch to bow editor loadout
Have wolves look at their prey when circling
Fleshed out the display panel.
Added LCD font.
Placement changes
Manifest again
Made seperate wood bonus for wood piles
lobster trap and boat lods and collision. starfish and crab, set dressing
playerupdate. crossbow idle anims clip ranges edited to make them stable
Tunic rig/burst cloth setup, still WIP
hitching
- easing in break force over short number of frames to let it break easier after initial hitching
- set hitching flag on attached entity
- horse modifies speed with prescense of hitch flag
setting up wallpaper viewmodel in unity
hitching tweaks
- project hitch joint
- move ridable queue processing to fixed update
Renamed wainscotting icon and added minor grunge added to textures
Digital clock material and texture update
Update to Digital Clock material
Enabled cutout on default wallpaper skin materials, so you can see the wall grade behind
Digital Clock - Moved Materials Folder. Updated prefab text position. Updated mesh.
Updated Wallpaper Viewmodel and World Model to use updated FBX
Updated Wallpaper Viewmodel and World Model Material to use an opacity map
Added Wallpaper Viewmodel and World Model Opacity Map
wallpaper entity updated with wallpaper wm
exported wallpaper viewmodel rig/anim set with latest wallpaper model
Update the page prefabs with branding, logo and layout masks enabled
unpacked prefabs for divesite
Small tweaks to subway texture grime, added wainscotting (still WIP)
Added green wallpaper placeholder icon
Folder cleanup
World Update 2 -> Legacy Wood Pile Improvements
Tweaked doorway wallpaper socket offset so you can't deploy wallpaper from the hard side when theres no door
DoPrepare to get an id on the new divesite prefabs
Cleared out divesite_a and c replicas
Updated manifest
Re-added to populations to ensure proc gen spawning for the new prefab paths
splite divesites off to their own scenes so we dont get as many conflicts. Renamed new A B and C to D E and F as we have old ABCs, relinked broken rocket materials on divesite E, ran scene to prefab on D E and F
Make fsms easier to debug and extend by using tags for high-level transitions instead of nested fsms
Updated Rust+ pairing error messages toast with the new syntax
merge from buildingerrors_improvements
Fixed RPC error when assigning a bag to a disconnected player who has already reached their bag limit
Only add a 0 when starting by typing 3 or more in the digital clock alarm UI
so 3 -> 03:
more seaweed placement. plane lods
Updated canyons clutter topology to contain the bottom of canyon surface for ore node spawns
Updated canyon scenes
wip PlayerModifier limits per source type (tea/dart) and combined totals
Update: Replacing new occurances of obsolete Pool API with new
Tests: built all configs