111,288 Commits over 3,928 Days - 1.18cph!
Update: Replacing new occurances of obsolete Pool API with new
Tests: built all configs
Merge: from main
Also contains updated codegen binaries to conform with new API
Tests: built all modes
edited dpv character animations and edited ik position for hand on its deployed prefab
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Merge from broadphase_testing
switching to automatic box pruning
Have wolves react to campfires
proper limits on hitch joint
Clean: use a cast instead of new expr
Also dead static removal
Tests: none, trivial change
Added View Model and World Model for the Wallpaper Item
Setup Wallpaper Viewmodel and World Model Material
Have EntityQuery.ProcessInSphere<T> cast to the chosen type, fix wrong time warning labels
green vintage wallpaper skin files
Merge from jobify_ocean_sim
Added event folders to archive directory
Added new bandit camp + harbor menu background videos.
Replaced some existing videos with higher quality versions.
Removed old/outdated videos.
Scene improvements, testing a right hand IK controller for easier placement during editing
Moved menu video archive folder to editor assets directory
Use the diff of the pose instead of saaving the whole pose, ensures any zeroed out poses are accurate to the underlying data
Added an ADS version of the rifle poses
Simplify blend to just work between two closest points, works a lot better
Fixed missing capitalisation on item name
Added a new Particle system Ik fix using a new component - ParticleSystemPostIK
Instead of manually repositioning each particle in a job like the old system, this just runs Simulate in a LateUpdate after the IK pass so we preserve all the behaviour of the particle system
Requires Particle Systems to have Play On Awake turned off, so this won't work for systems that need to be toggled on and off
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Merge VehiclePlayerColliderFix -> main. Fixed out of sync mounted player colliders.
Disabled ToggleVisiblityTrigger on canyon volumes (WaterCullingVolume should handle the visuals)
Implemented WIP digital clock art
Tweaked the deploy volumes so you can't deploy it on itself
Fixed fishing not working in the new lakes and oasis's
See new LakeWaterBody prefab
Fixed Construction and TinCanAlarm empty phrases blocking phrase update
merge from buildingerrors_improvements
When showing the not enough ressources UI, hide any ongoing error toast and vice versa to avoid overlapping
errortoasts_debug is now saved to ClientInfo so we can get it server side when logging construction debug from the server
Merge from elevator_parenting
Reinstate lootpanel.cooking to the LootPanels scene
Merge from workcart_decal_fix
Merge from tutorial_button_resize
Merge from main -> full_server_demo_client_reader
Merge from monument_scenes -> main
- enable with `monument_scenes` convar (default: false)