108,425 Commits over 3,867 Days - 1.17cph!
Fix editor only code being used outside of editor directives
post-merge waterinfo query fix
Merge from ai_wolf_iteration
Add more weapons to editor combat loadout
Make targetting component more robust, make wolves react more believably when shot with long range weapons
merge DPV->world_update_2
Undo meta guid changes on wallpaper textures from previous merges
TerrainTexturing.ShoreVector doesn't need to take water volumes into account (this was from when lakes were using water volumes)
Merge from elevator_parenting (includes tunnel network layer visibility system)
Post merge formatting fixes
Removed WaterSystem.GetHeight / GetNormal / MinLevel / MaxLevel as several places were misusing it (everything should go through WaterLevel)
merge FrontierHazmat->world_update_2
Update: pool.print_memory now allows to filter by T, case sensitie
Will be useful in narrowing down leaks in a more precise fashion
Tests: Ran the command with/without filter args
merge from world_update_2
Moved back the font ttf files to the Fonts root folder so community UI can load them correctly
Fallback to TMP default font if the font loading failed
merge from store-ui-dlc-pages
Main Camera post merge prefab fix
WaterLevel post merge compile fix
Merge from main (this will likely need some post-merge fixes)
Wallpaper commands minor additions:
- Pick the random skin using the item skin list instead of using an hardcoded ID range
- Check both the skin name and english display name during name recognition
merge main->FrontierHazmat
Added a bunch of terrain filters to coastal rocks to prevent road/rail spawning
Attempt to fix weird bug where fence mesh renderers do not keep both materials at runtime
Fixed floor spikes giibs spawning twice
Fixed large water catcher gibs incorrect materials
Rolled the right hand aim pass into the aim pose component, improves performance and solves a bunch of order of execution issues.
Right hand aim now happens after the aim pose solver and before the left hand IK pass
Remove a runtime allocation (will still trigger in the editor for some tooling purposes)
Refactor the SingleBoneAimComponent in preparation for rolling it into AimPose component
Added ViewmodelAttachmentOverride component, can be added to the root of a viewmodel to override which transform is used when spawning a viewmodel
Mostly for more precise scope placement
Set up GameobejctToggleState components on reload
Remove wallpaper_radius command
Remove setwallpaper and removewallpaper commands in the ent command
Added add_wallpaper_radius, will add wallpaper to any walls in the radius if they don't have a wallpaper, uses the provided skin id (name or id)
Added change_wallpaper_radius, will modify any wallappers in the radius to the provided wallpaper
Both of the above convars can now take -1 as a skin id and a random wallpaper will be used
Added clear_wallpaper_radius, will remove any wallpapers in the given radius
Merge TrainDecouplingImprovements -> main
Increase ProceduralMapRailSimple default size to one that actually has rails
wallpaper_radius now supports a name parameter, it checks that the name of the inventory asset in unity contains the provided string
eg. "wallpaper_radius retroa 100" and "wallpaper_radius
10249 100" will both set all wallpapers in 100m to that skin
Be mindful when using the name option that it will return the first match, so passing "retro" as a name will return the RetroA skin
Added wallpaper_radius command, works the same as upgrade_radius
Merge main -> TrainDecouplingImprovements
Fixed DPV trouble in moon pools pretty well
Created a new water wells test scene, added to the dev scene loader