111,299 Commits over 3,928 Days - 1.18cph!
Add my own test duplicate of twitch render scene before I destroy it
More batch rendering progress.
moved ragdoll convar to server
▇▄▄▅▍ ▆▊▅▌▌▅▊ ▅▆▉▅▇ ▉█▉▆▋▊▉ ▆█▆▇▍▅▍▍ ▇█▅█▇▍▉▅▊, ▌▋▌▌▊▋▇ ▋▌▆▉█▍▅▉▇█▌ ▉▍▇▅▋▍▆ ▇▋ ▄▅▋█▍ ▆▍▇▄▋▋▉
initial setup of serverside ragdolling with moderate bike collision damage
scaled up the icon a wee bit
Update: Updating ProtoBuf Codegen to use new Pool API
* Includes new debug CodeGenerator binaries(built from FreeList-Depr branch, commit 1874d134). RustProtoBuf will be merged to main once I get closer to completion of teh refactor.
* Generated new Rust.Data/generated/*.generated.cs files with no FreeList calls
Tests: build tests for all targets
Support state names to help debugging FSM, and fix range / speed bugs in wolf encircling
Update the wire positions when playing the wobble animation
Tweaked main collider
Wobble animation when triggered
Triggered when damaged
Apple Silicon / ARM64 native libraries (allows everyone to use the Apple Silicon Unity editor)
reduced texture size on tin_can_wire to 256 x 64
Not deployable inside trees
Always look up and don't use the target normal
Hook up win and lose animations
Merge from community_improvedcountdowns
More changes, thanks Plastic
Merge TrainBreakBarricades -> main
Adjusted damage to barricades by trains, and to trains by barricades
Only show the barrier dust effect when the latest damage came from a train. Hijacking the available simpleInt protobuf so we don't need anything new.
Implement PR #56 for community UI - countdown component improvements
Minor changes made to PR for improved backwards compatibility and formatting
Also improved the Load Custom UI editor button to automatically open the tests folder
Push force damage can be adjusted via trainDamagePerMPS
- Include the double cover barricade as well
- New barricade damage effect for the thinner barriers
- Fixed some barrier positions not working correctly
- Using some more component interfaces
- Don't damage barricade anymore if train turns off
Fixed misconfigured roll bones on player model
Adjusted aim spine v2 settings on lr300
Adjusted spine look at weights on player model for less leaning, rely more on the head for movement
Tuned motorbike headlights.
Allow trains to smash through deployed cover barricades
Added a TOD toggle on electrical lighting.
Fixed faulty street light bounce.
Added mid skin materials
Added mid head variation
Added EyeAO materials
More hill cliff progress / improved cliff shapes / scaled cliffs down
▋▅▊▌▄▆ ▄▉▅▌ ▅▉▌▌▄▌ - ▇▊▌▋▉█▊ ▇▍▇▉█▋▊▌▌▅▄ ▄▇ ▊▅▆▆▊ █▇▅▋▄ █▌█▇▆▊ ▇▉▅ ▆▉▆▍▋▊▉▋
▅▌▍▊▊▇▊ ▄▍██▋▅▇▇▆▍▍ ▌▇ █▅█▄▌ ▊▊▌ █▌█
Added variable relief sample count based on shader quality level
Fixed disp/height map detection in material inspector
Optimize entity menu codegen to reduce memory usage
* Replace the per-option GameMenu.Option field (120 bytes) with just the action caches (8-24 bytes)
* Cache the phrases instead of allocating every time they can display
wire material setup and thickness
tincanwire mat and materials (need to work out uvs)
Various lighting related prefab stuff.
Road cone transmission texture.