136,975 Commits over 4,352 Days - 1.31cph!
merge from boxes_performance_pass
Removed camera leaning towards horse head when galloping
Added horse locomotion playable component, handles the locomotion animation playing and blending only
boxes performance feedback
Update: move normal calculation logic to HeightMapQueryStructure
- Give couple methods a rename
Tests: ran unit tests
Bugfix: basic arespeeding unit tests now pass
- use the right interpolators for IsSpeeding
- add overloads to TerrainHeightMap.GetNormalsIndirect and antihack specific jobs to accept deferred arrays
- make IsSpeeding work on CachedState
Tests: ran unit tests
setting up salvaged axe refresh prefabs
Rentable Shop Kiosk F - first pass materials WIP
merge from parent boxes_dlc
Idle to walk and walk to idle imports
exported horse walk to idle and idle to walk anims
exported refreshed salvaged axe rig/anims
Update: add basic consistency unit tests for AntiHack.IsSpeeding and AreSpeeding
Currently fail, as I forgot to adjust the IsSpeeding logic after state cache changes.
Tests: ran unit tests
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final 2 individual square steam images on storage_boxes_pack sitem
Fix scientist weapons floating at world origin on server
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Fix naval scientists new entity weapons leak, make sure new scientist weapon are not saved if the scientists themselves are not saved
changed "component" to "storage" on all storage boxes descriptions, started to plug in square steam images to sitem
Fixed paint mask normal map settings
cannon anim update and IK adjustments
Merge from island_cliff_water_fix
Added some water volumes to the cliff areas on tropical island 1+2 to fix thse little pockets of no water
No idea what the actual cause is, it doesn't seem to be affected by the ocean topology
S2P both islands
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Added a searchlight debug mode to try and figure out the volumetric animation
Merge from main
Auto resolved conflicts on cannon.deployed, steeringwheel.deployed, SmallBoatPassenger
Final lighting sans atmos volume & culler.
Zeroed the transmission on this potted plant, because I keep seeing it bleed ambient in interiors.
Emission texture tweak.
These static candles shouldn't be shadowcasting like that.
Fixed all kinds of whackery with industrial.ceiling.lamp.on.prefab
Lighthouse lighting prefab V2 (not applied)
Some movements improvements: smoothed steering input, speed based lateral damping and gait auto promote
Also added a rough noclip command so I can move around the gym easily
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Implement indirect instancing profiling module to record debug data, needs .debug to be active atm.
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
Apartment complex b progress