128,944 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Reduced tiling of heavily patterned wallpapers to improve icon readability
 
                
                
                
                
                
             
         
        
            
            
            
                
                world_update_2 -> legacy_woodpile_improvements
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updating RustNative (removed old lake logic, fixes issues at shallow ocean areas)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: PlayerReclaimEntry implements IPooled
Tests: tested in local multiplayer in softcore mode
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Decor topology is now considered blocked for road and river generation
Place river source object right after river generation, so it can be avoided by road and rail generation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed issues related to DecorSwim and WaterCheck
Added terrainHeight to WaterInfo since we already retrieve it, saves duplicate calls into TerrainHeightMap by callers
Added GetWaterAndTerrainSurface (returns both) and GetWaterOrTerrainSurface (returns the max of them) to WaterLevel
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed wallpaper retro 2 diff texture guid mismatch just in case (the mat was pointing to an invalid asset on my machine)
 
                
                
                
                
                
             
         
        
            
            
            
                
                corrected skin constraint update maths
- added skin constraint gizmos
 
                
                
                
                
                
             
         
        
            
            
            
                
                merged from fire_extinguisher
 
                
                
                
                
                
             
         
        
            
            
            
                
                Selection history editor window now saves its history between sessions
 
                
                
                
                
                
             
         
        
            
            
            
                
                Imported Standing Coat Hanger Textures and Models
Added and Setup Standing Coat Hanger Prop Prefab
Setup Standing Coat Hanger Material, Colliders and LODs
 
                
                
                
                
                
             
         
        
            
            
            
                
                burst cloth
- moved skin constraint updates to IJobParallelForTransform to stop mainthread waiting for previous jobs (even though we only need read-only access, it doesn't know that)
- fixed retrieval of bone data for player preview case
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from armored_window_collider_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                fire_cabinet deployed gibs test - not to be merged
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: ImpostorBatch implements IPooled
Moved some code around and removed some always-true checks.
Tests: during local game hit all new functions in the right order
 
                
                
                
                
                
             
         
        
            
            
            
                
                player update. made unique compound bow deploy and fire anims to match viewmodel
 
                
                
                
                
                
             
         
        
            
            
            
                
                Temporary Item setup for fire cabinet
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated wallpaper icons and skin list. Repositioned wallpaper WM in icon scene.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Buoyancy fixes inside canyons
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Don't cull lake water if swamp topology exists
Added forgiveness radius when creating the water culling mask to work around slight inaccuracies in the painted topologies (may have to dial this back in the future, so let's try and make the topologies as accurate as possible)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Encoded water body type into shore vector w component, instead of just ocean mask
Use ocean, lake and river topology to cull water (depending on the water type)
TODO: Lakes need lakeside topology around their water volume (covering some of their beach, see Asana)
TODO: Oceanside topology needs improving (will do next)
 
                
                
                
                
                
             
         
        
            
            
            
                
                reduced max placement distance on DPV
- ran socket rename
 
                
                
                
                
                
             
         
        
            
            
            
                
                River flow improvements (follows a sin wave on flat terrain)
River distance improvements (rivers keep a more reasonable distance from each other)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Burst compile the bone jobs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Small river width randomization fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                WIP clear held entity button, not working for some reason
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed pose window always saving data to ADS slot
Exposed fields on weapons to declare which aim pose data to use
Fixed component not working at runtime, can actually see poses in gameplay now
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed not being able to edit poses
 
                
                
                
                
                
             
         
        
            
            
            
                
                Mask out aim poses on deploy
 
                
                
                
                
                
             
         
        
            
            
            
                
                Show more fuel on the gauge for small amounts, since it won't often have big amounts in the 500-capacity tank
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Wrote a new stability system for the DPV
 
                
                
                
                
                
             
         
        
            
            
            
                
                Blend out the aim pose while reloading, driven by a behaviour on the state machine rather than a curve on the animation clip import (so we can apply to everything)
Update the upgrader script to apply these changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Show a message if the player tries to mount in too-shallow water, instead of just blocking the mount interaction
 
                
                
                
                
                
             
         
        
            
            
            
                
                Working Left Hand IK implementation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed layer mask of summer DLC pools not picking up dropped items, fixes items not sinking as expected
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed BuildingPrivlidge.MenuDeauthorize_ShowIf NRE
 
                
                
                
                
                
             
         
        
            
            
            
                
                clamped console autocomplete index to the bounds of how many options are available
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Created LODs and baked LODs for hill cliffs 
Added batching to all cliffs 
Added splat masks for hill cliffs 
Removed jutting cliff material variants
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Missed some diamond wallpaper files
 
                
                
                
                
                
             
         
        
            
            
            
                
                Created tiling blue diamond wallpaper, compatible with Wainscotting A. Updated Wainscotting A wallpaper to match. Updated skins list. Changed glossiness of venetian plaster set. Downressed some supporting textures in wallpaper set.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Hook new wolf growl anim, make animator state generator case instensitive