116,166 Commits over 3,959 Days - 1.22cph!
Set correct textures for LargeWideWeaponRack.mat
Merge from main -> global_networked_bases
Merge from global_networked_bases -> aux2
See if small tweak fixes "virtual mesh not found"
Enabling material instancing on a few electrical materials (not custom instancing)
Missed the other CS files for `print_prefabs` changes
Print number of prefabs added, removed & sort `print_prefabs` by number of prefabs missed
updated animator speed change parameter on the pumpjack static prefab to 0.4
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merge from august_art_bugfixes
Fixed a wild pooling/input field bug that was making the autocomplete emoji popup options sometimes insert the incorrect emoji when clicked
BaseMountable now calls ModifyCamera on it's VehicleParent (if it has one)
Better camera control on parachute, lock the players eye position to it's actual model eye position
Fixed gutting fish resulting in incorrect item pickup notices if the resulting items were placed in a stack
Introduce drag gradually over a second as the parachute is deployed for a more natural look
Refactor foot ik to have less huge blocks of copy and pasted code
Fix foot Ik caching a bad position if the foot IK raycast does't hit anything, leads to better responsiveness when landing
Merge AttackHelicopterPreTurret -> Aux2
Fix missile pos negative collider scale complaints
Adjust interruption rules on jump animation for better responsiveness when landing on the ground
A complex merge from Main -> AttackHelicopter with 56 reconciled conflicts
Merge from global_networked_bases -> aux2
Fix initializing & destroying instanced rendering system not working (at least in editor)
Added freefalling blend tree animation, normalize forward and right animation parameters when falling with a parachute equipped
Added an AnimatorLOD to the mining quarry
Add animatorSpeedChange quarry variable to control animator ramp up/down
Fixed missing animator and renderer connections
Cannon related FX & some more random stuff
Unused file cleanup.
Moved the exhaust to the real location, and adjusted the texture so that it doesn't look like a window.
Muzzle tweaks.
Firing effects WIP & related temp files.
pumpjack scrolling material update
played myself, there was one more tiny instance
fixed all cases of mesh flickering on the powerline platforms
fixed all major collision mesh issues for the powerlines
weapons shouldn't go through the mesh now
primitive lootbox fix
- fixed albedo/ao/spec/normals
- fixed dodgy rope normals - improved them
- FBX Position and prefab zeroed, and scaling at 1,1,1
- fixed ao texture set to 2048 when texture is 512
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updated prefab (adjusted light position also)
adjusted caboose.fbx so that the top compartment is less wide and not as high.
Updated collision mesh
Adjust RPC message TTL based on the timeout duration
Use default skinId for ShadowOnly renderers