153,981 Commits over 4,536 Days - 1.41cph!
merge from rrp_flashbang_blur_fix
merge from arrowhead_load_fix_2
merge from fix_composter_menu_option
merge from flashlight_shield_fix
merge from fix_campfire_fast_cook
Rust+ item export script tweaks, remove duplicate goldframe.xl translation with different key casing
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Bee grenade world model pass
jar bees combined 17 -> 1 renderer in the shared WM Jar Bees prefab with LOD Group slots re-pointed on world model,
held entity and tin can alarm updated
body LOD0 6586 -> 4618 tris and LOD1 3412 -> 1705
viewmodel backface and blur glass removed from the world model, 29 -> 11 transforms with no real visual difference at that size
More null guards, including against sounds
De-rigged the M92 world model - 3 skinned renderers over a 4 bone rig replaced with static meshes from a new w_m92_worldmodel.fbx, LOD0 3532 -> 1766 tris, LOD distances and highlight unchanged
Two world model prefabs, both had no LOD component and drew at any distance:
Added MeshCull to laser detector and door controller worldmodels, both had no LOD and drew at any distance (60m / 100m)
fix train headlight beams pooling, add it to tests
add wooden skins to scene
Guard against accessing null particle systems in PowergridEngineFx
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Put all faces into the face selection
- populated according to the bodytype you've selected
Update: rewrite prefab scanning to work via SerializedObject/Prop
Unity already solves working with structs, so I'll just use their tech
Tests: partially wrote out url assignment automation, it assigns a struct field. ran bundle assignation
- Set up flamethrower canister drop effect, uses mesh renderer for realistic ground impact
Fix composter showing "Turn on" and "Turn off" menu option
- make both stove & composter not show the menu options
Hook up livestock coats, not yet gene driven, tested networking, saving, corpses, babies
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merge from misc_error_cleanup
merge from improved_event_saveloading
Slight cleanup and more safety around the spawned instance ids saveloading
Chandelier - removed unused material, fixed unnecessary two sided materials
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Fix a ghost man occasionally showing up in the character creator due to sss
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WIP first pass on randomised small room Variant I
Add environment reflections to the character stage
- Restores sky reflections in eyes
Force max res mips for all streaming textures when rendering character icons
- prevents camera distance from affecting loaded icons
Fix traincaraudio not having a reset state
Added new sounds for the animal fences :fence::cow2::fence:
Added boost settings to options UI
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Fix motion blur with the Crystal AR by adding a depth-only pass
Add support for depth only passes in ViewModelRenderer
This also simplifies the pass caching logic
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Cherry pick 163070: Fix gen2 AI never updating its position in the brain grid, causing some brain based spatial query to be stale
main -> character_customisation
- Setup lerp system to realign with the server
- Fix bugs with immediate release mode
Add transparent layer to new navmesh bake, unity navmesh parity, else it ignores fences and npcs go through