108,630 Commits over 3,867 Days - 1.17cph!
Not deployable inside trees
Always look up and don't use the target normal
Hook up win and lose animations
Merge from community_improvedcountdowns
More changes, thanks Plastic
Merge TrainBreakBarricades -> main
Adjusted damage to barricades by trains, and to trains by barricades
Only show the barrier dust effect when the latest damage came from a train. Hijacking the available simpleInt protobuf so we don't need anything new.
Implement PR #56 for community UI - countdown component improvements
Minor changes made to PR for improved backwards compatibility and formatting
Also improved the Load Custom UI editor button to automatically open the tests folder
Push force damage can be adjusted via trainDamagePerMPS
- Include the double cover barricade as well
- New barricade damage effect for the thinner barriers
- Fixed some barrier positions not working correctly
- Using some more component interfaces
- Don't damage barricade anymore if train turns off
Fixed misconfigured roll bones on player model
Adjusted aim spine v2 settings on lr300
Adjusted spine look at weights on player model for less leaning, rely more on the head for movement
Tuned motorbike headlights.
Allow trains to smash through deployed cover barricades
Added a TOD toggle on electrical lighting.
Fixed faulty street light bounce.
Added mid skin materials
Added mid head variation
Added EyeAO materials
More hill cliff progress / improved cliff shapes / scaled cliffs down
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Added variable relief sample count based on shader quality level
Fixed disp/height map detection in material inspector
Optimize entity menu codegen to reduce memory usage
* Replace the per-option GameMenu.Option field (120 bytes) with just the action caches (8-24 bytes)
* Cache the phrases instead of allocating every time they can display
wire material setup and thickness
tincanwire mat and materials (need to work out uvs)
Various lighting related prefab stuff.
Road cone transmission texture.
Finalized with everything relevant moved to volume triggers.
+ Atmosphere zones and FX.
Add some structure to wolf behaviour code
Wire deployable on the Deployed layers
Tin can alarm deployable anywhere in monuments
Removed collisions with players
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viewmodel update - removed previous mesh from prefab, set up initial viewmodel renderer settings, tweaks to burstcloth setup & added more constraints
Tin can alarm art implemented
deploy model for tin can alarm
split off cans with their own pivot
Added tools and helper boxes in material inspector to make relief map generation easy and intuitive
tin can alarm art, lods, gibs, art prefab setup
Seperated parenting volumes for above and below
exported/set up dpv anims and added to dpv blendtree playeranimation.controller
Tin can alarm deployable in monuments (in terrain only for now)
Adjusted deploy volume and colliders
Update: Constraining Pool.Free - Step 2
* Adding collection-related FreeUnmanaged overloads for all existing collection-related Free overloads
* Putting IPooled constraint on almost-all collection-related Free overloads (skipping List - that'll be next chonky CL)
* Changed StreamBuffer overload to be a FreeUnmanaged overload
Tests: built all targets in unity
Lowered vehicle parenting volume