122,289 Commits over 4,048 Days - 1.26cph!
Fixed card bone attachment. Cards now move correctly with the hands
detail colliders for the satellite dish stairs
eliminated the bug dance with terrain by flattening it all the way, heightmap really isnt precise enough to cope, boosted the draw distance of the sewer blocks as a result
removed the mirror like bit on the optical part of the dish
fixed the road floating (see line 2)
Fixed satdish sewer entrance doors and door segment culling too soon
fixed chainlink fences and brick walls distances being fucked from previous batch editing
fixed static workcart ladders
better road connections into powerplant
fixed dredge_body prefab shadowproxy being visible
reduced wind intensity on groundplants material
Minor edit to use IsValid
Code review fixes
Remove generator implementation of GetEnumerator in BufferList and ListHashSet (returns boxed enumerator struct instead)
Change the placeholder cards on the viewmodel to large versions
Set playing card UI shader to match the base view model
Made a multiply shader (just a minor edit of the default UI shader) for UI sprites and applied it to the world-space cards
Add hand IK when using slot machine
- Rewrote the card holding view model show/hide
- Refactored sending and handling the local player's cards
Use an RPC instead of a signal call to cancel a gesture
Various cleanup
Removed input swallowing when exiting gestures, no longer needed
Merge from gib_cache (gibbing performance improvements)
Vertical offset on emitter
Add missing ViewmodelRenderer component to cards VM
Use gib local scale as the base for scale value instead of assuming it's scale is 1 (fixes some gibs with incorrectly scaled pieces)
L/R directional bird emitter
Merge from dbl_shotgun_zfighting
Basic hack to get the card-holding view model to show up for the local player. Will redo this properly later
Reworked the flipbook so that the bird doesn't jerk back and forth
Terrain update for my test map
Playing cards viewmodel setup - 1st pass
Anims
Animator
Prefab
Added Matt's card model & textures
Made a material & assigned textures
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Improved shore ice spawn settings
Reduced density of floating ice sheets
Made shore ice spawn before small arctic rock formations
Increased viewing distance of shore ice
Removed obsolete shore ice prefabs
Renamed animal folders, deleted TestAnimal prefab.
Renamed animal AI classes/files/designs.
Added a ref to BaseNavigator in BaseAIBrain and removed all individual state get/caching of BaseNavigator.
Bunch of clean up/refactoring/optimizing
solo sub intial setup,
mesh and lods and 95% of the collision.
Enabling incremental GC on macOS as a test (checking if 2019.4.22 fixed it)
Fixed junkpile_a sedan baked LOD color being incorrect
Fixed desire trails coming too close to swamp_c revealing the water plane
some misc fixes at trainyard
improved caves terrain anchors, improved the cover over cave terrain holes
removed unfinished lighting work from cave_sewers_hard
disabled batching on junkyard mounds as it seems to break vertex alpha, impact should be low
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Fixed "no IPV6 support" when connecting using localhost
Improved roadside wrecks LODs accuracy some more
Arid cliffs LOD3 terrain mask polish - cliffs hold up better visually and transition is less visible
made van_e LOD4 and LOD5 display where the holes in the vehicle are to prevent camping inside
further improved new sewer blocks to cope with terrain by filling in the space