133,120 Commits over 4,293 Days - 1.29cph!
Update: replace throw with a devbuild-conditional error log
This is a cirtical code path, so we can't interrupt it or we'll corrupt global state. Think I see where the problem is coming from, will attempt to fix next
Tests: none, trivial change
Initial viewmodel setup
- viewmodel prefab updated
- anim events added
- ironsights re-positioned
- rig (with hands) re-exported
- anims re-exported at origin
Fix pool leak in TimedExplosive
boatai_clartarget_fix -> main
Only let the claimant boat give up the target.
Behaviour isn't as good but prevents the recursive nature of forwarding claims.
removed unused bakelod material
updated materials with spec
removed bakelod textures again
removed metallic again
last change didn't agree with material change
- fixed missing spec textures
sks world model update - no longer uses bakelod and bakelod textures
- removed bakelod textures and materials
- textures now spec/gloss workflow instead of metallic
- removed old metallic texture sets & updated materials
vineswing anims exported/added to player aniamtion controller for player rig v4
Changed the names of the decal layer textures on the Standard shader to match the names used on the StandardWithTwoDecal shader as this is needed for the painting system to work correctly
Removed test cubes from CraggyIsland
ghostships - fixed some zfighting with wood planks
merge from lifestory_snake_fix
Merge from standard_shader_decal_layers
Run InitTreeGrid again in PostServerLoad on TreeManager, ensures that any trees that were loaded after the TreeManager during the save/load process are serialised and sent out to players correctly
Fixes tree billboards in deep sea not rendering properly after a save/load
Make low res heightmap size dynamic to handle different terrain sizes
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Merge from main (conflict on PlayerModel.cs, auto resolved)
Iterating on various tropical env params.
Slight absorption tweak on clear clouds (lighter)
Changed console command from printstring to fillInventory.
Can now enter a category name to fill your inventory with items from that specific category.
If you want random items type random instead of of a category name.
I'll be refactoring this code to make this more performative and scale better.
paintable reactive target paint setup, set bucket outside to be fully paintable, tweaked resolution, re-set up the special paintable mesh and collision
RRP water rendering progress
sync with Rust.RenderPipeline:
- enable global shader param + keyword when RRP is in use
sync with latest Rust.RenderPipeline changes:
- camera components can return false in OnBeginRendering() to skip rendering the feature for the camera
- reset GraphicsSettings.lightsUseLinearIntensity to false on RRP disposal
(Fixes BiRP lighting becoming dark when switching, it was also possible for
the true value to get saved in GraphicsSettings.asset which confusingly
permanently broke BiRP lighting.)
paintable fixes (???) to paintable reactive target
metal box prefab setup, lods, gibs. manifest
Various above surface tropical water improvements.
Tropical post tweaks and deep blue amp test.
Fixed puddle splat issue.
Fixed autospawn issues on island 1.
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
Optimized LOD3 tools box further
Implement water volume checks for batched buoyancy, adds NativeGrid<T> (and an untested parallel version for later).
Make waterinfo blittable.
fixed name and description on construction on frameless canvasses, another attempt at setting up sign paintable on reactive target (failed)
temp fix to reactive target, set up like frame so paintable works
Picture Frames - Added XL and XXL variant models of light up frame, tileable cardboard material
Added another deploy volume to block small ramp being deployable through walls and stairs
Paintball Overalls viewmodel clothing