121,141 Commits over 4,018 Days - 1.26cph!
copy more source mesh vertex columns, add saving of baked texture
merge from planter_stacking
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Simplified FX for WM/Entity
Deployed, ent and worldmodel.
Fixed missing outline.
Fixed - Prevent planter half height stacking
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merge from crafting_update
merge from hopper_protection
Updated hopper protection and health
Updated hopper crafting
Remove workbenches from loot table
merge from crafting_update
merge from Item_Descriptions_update
merge from premium_servers
missing/incorrect descriptions for tea, pie, inserts
couple missed minor tweaks to chicken petting sound defs
chicken coop sounds
egg handling sounds
chicken petting sounds <3
add occlusion to visual cooking sounds
kettle boil sound tweaks
natural beehive impact sound
beehive deploy/open/close sounds
bee swarms are more quiet
no occlusion on natural beehive ambience
Updated female heads with Jedd's updated skinning
submesh/multiple material support
Fix premium tag having to be clicked twice to open premium modal
Include 2 more background images for the premium modal
Fix premium tag offset vertically in loading screen
Remove `premiumfilter` test convar
Merge from crafting_update
Fix for pie visual config not being applied when first person spectating/demos.
merge from main -> premium_servers
Merge from fix_texture_streaming_2
Disable mip map streaming early to prevent Unity from loading textures at a lower resolution
Update: Replace old TextTable with new
- Also did a light convert of `GetPlayerListPosTable` - it was able to handle 300 players instead of 200 in 4.7ms
- Updated ServerProfiler to exclude new System.Text.Json assemblies (and a couple extra bits) - built from f5b849e4
Tests: synthetic test in editor via constantly running getplayerlistpos command for 300 players, built server and client standalones(win64), booted server standalone
re-set up ADS (base idle will be udpated to be lower & to the side)
Fixed LODs of debris not being mossy. Set dressing in zigg scene.
Fog machines now cache the building privilege they're attached to, like shotgun traps and co
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- Remove anim speed scaling on croc
- Increase melee range, interrupt intimidation if prey moves too far away
Clean: remove extra comments and finish TODOs
Just gotta swap out the implementations and test it all builds/runs
Tests: ran tests
- fixed issue with not seeing materials in-game
- re-exported base rig in A pose
- exported with viewmodel arms material, importing embedded material now works
- removed dart meshes from export (already in .viewmodel prefab)
- removed unnecessary v_blowpipe model prefab
Regenerate root motion data
Merge from graphics_settings_changes:
Adds LOD Bias slider.
Adds LOD bias to all presets.
Removed shadow projection option (forced to StableFit now).
Adds support for float values in presets.
Exported default graphics config again to include new lodbias and remove shadow projection (and associated convar).
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