108,245 Commits over 3,867 Days - 1.17cph!
Reverted recent godrock changes to fix terrain gaps
let dpv be picked up with fuel and give you the fuel if you do
Bradley logs wrapped in unity editor checks
using parallel call to populate water flow from shore vectors
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not serializing flowmap, we can just generate it on load
Bugfix: AmbienceEmitter now drops occlusion modulator on fade-out
Tests: noclipped around Craggy with audio recycling logs on - no NREs
merge from world_update_2
added additional checks to dpv mounting to make it harder to get stuck
Disable underwater blur when using underwater_cinematic convar
Added prop opffset support when holding a left hand dominant entity
Refactor held entity aim settings so we can toggle which is the dominant and non dominant hand (to support left hand parented weapons like bows)
Added option to only apply hand aiming while in ADS
Rebuild manifest, includes missing cliff rocks
Remove old spineIkAimOffset system, superseded by new components
Fixed left hand IK not getting applied when switching between weapons
Finally fixed up/down spine look appearing incorrect and tilting to the left, legacy aim offset animator layer was being enabled and affecting the final pose
Fixed pose solver breaking if the held entity is missing a non dominant hand IK target
Added throw support to pose editor
Removed right hand pose component entirely
Added basic camera rotate and pitch controls to edit scene
merge from flashlightfixes
Flashlight fixes (safe version, ball fixes only).
Removed some leftover logs
Fixed some incorrect rig behaviour when entering and exiting edit mode
Remove dedicated right hand aim component (now builtin to AimPose component)
Expose right hand aim offset per weapon
Fix train tunnel entrances not having `PreventMonumentBuildingTag` component added because they were not generated with S2P
Ensured both train tunnel entrances were marked as "AllowBarricadePlacement"
merge from main -> fix_barricade_train_tunnels
Reduce ore count density target to match release values
Change the scene prefab remapping dictionary to be case insensitive
Normalize scene paths across windows and unix
Remove code that looked for scene name by full path in editor
changed crate spawn positions on divesite_d and divesite_e so they are higher than the seaweed until the foliage_flattening is implemented
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Bunch of very WIP experiments
Fixed being able to place small I/O inside rock formations
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Attempt to fix root motion anim asset being marked as changed when opened on another machine
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