243,845 Commits over 3,898 Days - 2.61cph!
merge from base_decor_DLC
Return default physics material when user data is null
Leaderboard backup, run #6797
Support creating transformed hull from mesh (why tho?)
Build new mesh and hull when adding transformed hulls and meshes
Updated all triggers that needed the new Physics Debris layer. Required S2P on excavator and junkyard.
Fix up kayak tutorial stage
Delay recycling the island until the player has respawned on the island, fixes a heap of bugs and looks a lot nicer
Parent dropped items on trains. Even though item behaviour when entering or leaving a trigger isn't great, they get very confused about the kinematic movement without being parented.
Dropped items now use Continuous Speculative collision all the time, the only usable mode for vehicle<->item interaction @ 16Hz. The mode can occasionally cause small dropped items to fall through terrain, so DroppedItem has a new terrain check that activates if required and puts them back on top (will not affect intentionally dropping items under terrain as admin).
Remove shared manifold and physics contact shite
Add intersection controller, kinda bullshit but needed
Setup push gesture, assign to double door and adjust timings to match
Added HalloweenMummy cinematic textures/materials
Prevent wanted poster saving debugging screenshots in builds
Increased wanted poster collider thickness, prevents it from getting blocked by the wall collider in some cases
Fixed not being able to update wanted poster after clearing it
Fixed trophies not loading properly when entering/exiting network range
Fixed trophy nametag displaying incorrectly when no trophy has been inserted
Also fix wanted poster pickup
Fixed single weapon racks getting picked up as horizontal racks
Added fancy new torch fx when mounted to a wall, not enabled if using the diving torch
Dracula cinematic setup
4k materials for Mask, Cape and Vest materials
Remove unused from physicsaggregate
Remove unused from physicsworld
Remove unused from physicssystem
Fixed heads not being valid after being dropped in the world
Add back AddHullShape and AddMeshShape that takes a transform, implement later.. these are needed now :(
Fixed several abyss hazmat issues on trophy mount (randomizer will always pick option 0, disable tanks and animators)
Transplant new physics interface to master, start fixing up shit again
Remove unused from iphysicsshape
Remove unused from iphysicsjoint
Remove unused from iphysicsbody
Adjusted the eyelids on the small trophy so the eye doesn't clip through the eyelids and give me nightmares
Only save clothing on the head item if it covers the various head slots
Added a tooltip for the dynamic range compression option
Support for comment nodes in Action graphs
Skip HideInEditor properties in ControlSheets
Added a placeholder menu item for BaseGiggableEntity to allow items to be "dug" via interaction (until spades work...)
Flag markers grant items when dug up.
Diggable entity wip stuff
999 more bakes to fix various vertex precision problem areas
Fixed broken AO in tunnel stairwell entrances
Deleted unused slopes and prefabs
Spawn flag entity when a sweetspot is fully detected
set reverse close anim to play at same speed (2) as standard close anim in the animator