111,302 Commits over 3,928 Days - 1.18cph!
Various lighting related prefab stuff.
Road cone transmission texture.
Finalized with everything relevant moved to volume triggers.
+ Atmosphere zones and FX.
Add some structure to wolf behaviour code
Wire deployable on the Deployed layers
Tin can alarm deployable anywhere in monuments
Removed collisions with players
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viewmodel update - removed previous mesh from prefab, set up initial viewmodel renderer settings, tweaks to burstcloth setup & added more constraints
Tin can alarm art implemented
deploy model for tin can alarm
split off cans with their own pivot
Added tools and helper boxes in material inspector to make relief map generation easy and intuitive
tin can alarm art, lods, gibs, art prefab setup
Seperated parenting volumes for above and below
exported/set up dpv anims and added to dpv blendtree playeranimation.controller
Tin can alarm deployable in monuments (in terrain only for now)
Adjusted deploy volume and colliders
Update: Constraining Pool.Free - Step 2
* Adding collection-related FreeUnmanaged overloads for all existing collection-related Free overloads
* Putting IPooled constraint on almost-all collection-related Free overloads (skipping List - that'll be next chonky CL)
* Changed StreamBuffer overload to be a FreeUnmanaged overload
Tests: built all targets in unity
Lowered vehicle parenting volume
merge from Blend4Way double sided
Added "Double Sided" option to standard-spec, blend4way and blend4way-spec
rock formation prefabs (sea) radius and fade improvements
New: Adding Facepunch.Tests assembly for unit testing Facepunch libs, with ListExtension tests
Motivation: when working on core libraries we gotta have confidence that we won't bork something somewhere by changing core algos&utils. With this test assembly, we have a common place to document behavior of Facepunch lib before we go modify it.
Added 64 test cases for ListExtension changes (I couldn't reliably confirm in 3p multiplayer session). Test assembly configured in lean fashion.
Tests: built all targets in editor. Ran all existing tests, including new ones being submitted. Observed ~10 failures in NavMesh and TextMeshPro, but new tests pass.
Trees now trigger OnPhysicsNeighbourChanged when falling down, cutting any attached tin can alarm wire
Wire deployable on trees
Minor placement fixes
Cleanup
Models and materials folders
propagated the latest changes into procmap stack
Commit missing change from private to public
Fixed player being left holding cards if they get kicked from a card table during a game for being idle for too long, at the same moment as an earlier player also gets kicked for being idle
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Added first pass win and lose anims - currently not hooked up to minigame
Merge from fishing_full_inv_fix
Fixed fishing tackle mission soft locking if the player has a full inventory when they try and return it (do the inventory full check before we clear the required mission items)
Added RPS icon for gesture wheel. Updated UI to match new designs.
Player model cleanup
Added a blocking state to the 3rd person animator
Use dedicated `gameplay_analytics` convar instead of requiring the server to be official with stats enabled
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Added spawn.shielddummy command that spawns a bot with a shield equipped for testing
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First pass on damage logic
Shields can take hits and the hits are absorbed by the items condition
Shields can have different ProtectionProperties like a BaseCombatEntity
Shields can take hits when mounted on the back and abosrb the damage like they were held
Broken shields won't appear at all
improved visuals of the glass on the DPV
altered texture and materials
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