141,486 Commits over 4,383 Days - 1.35cph!
merge from split_dump_command
Add IK hand blending to mortar reload anim, fix shell not being visible during loading(still needs offset/rotation adjustment)
Cherry Picked
148132 (Added an Apply Vertex Alpha setting to the detail layer of the standard shader)
Merge from standard_shader_detail_vertex_color_tint
Added an Apply Vertex Alpha setting to the detail layer of the standard shader
Added fresnel to neon signs emissive mat. Fixed normals on SHOP neon sign. Added baked AO functionality to plywood mat. AO test bake on kiosk D.
Fix animation jitter and uneven load animation speed
Merge from iteration_profiler (unity package to measure compile/domain reloads)
Also fixes a web request during every compile in the editor
Tidy up workbench vital upgrade icon display.
Still looks a bit shit until we get real icons with propper centering, but it's setup for them now.
Cherry pick
148120 (perf.playermodel fix)
merge from perf.playermodel_fix
fixed perf.playermodel scene
Cherry Picked
148115 (Added a way to prevent the vertex alpha applying to the detail mask when additional mask blending options are enabled on a standard shader material)
Merge from standard_shader_detail_vertex_color_tint
Added a way to prevent the vertex alpha applying to the detail mask when additional mask blending options are enabled on a standard shader material
Skinning pass for small backpack
Fixing skinning for bowless crossbow world model
Refactor can't afford overlay to match/align with regular unlock can't afford display.
Bunch of prototype UI code cleanup.
added additional filter to Any grid query, lets you set an ignore filter for contents that you never care about and can consider the region "empty" for - as well as the usual filter based on gameplay spec (finer distance, player state, etc.)
- lets us sleep the WakeAIZ properly while still allowing early-exit on the first found filter-matching player
Add can't afford overlay panel to prototype button, toggle as needed.
Show FAILED overlay on prototype button for 3 seconds on failure.
Codegen.
Industrial Storage - blockouts and initial prefab configuration
Hook up prototype failed overlay
corrected empty grid logic
Restore water wheel reference to its sounds to fix NRE spam
Move prototype button next to unlock button, keep single unclock cost display at the top
Still show icons as locked, even with prototype installed.
Skinning pass for diving suit and diving tank
added ultra wide screen script/offset to bowless crossbow viewmodel prefab
switch to AnyPlayersInSphereFast to inline non-npc + trigger volume checks against players, avoids gathering all players in a huge region to then get a passing check on the 1st one, still provides information on whether the grid regions checked were all empty to allow the trigger to stop ticking
Subtract
147919 merge from terrain_lower_fixes
additional boat types, missing files
Renames
Add a skinnable for half shelves and single shelves
Created new hidden/uncraftable base storage horizontal and vertical storage barrels
Added skins for original storage barrels, abyss, warhammer and jungle versions
Can now use the spray can or repair bench to reskin between these versions
Future items can now just mark themselves as skins of the hidden base barrels and they will be treated as a normal skin
No changes to crafting menu, these barrels still appear as separate items there