108,451 Commits over 3,867 Days - 1.17cph!
Created tiling blue diamond wallpaper, compatible with Wainscotting A. Updated Wainscotting A wallpaper to match. Updated skins list. Changed glossiness of venetian plaster set. Downressed some supporting textures in wallpaper set.
Hook new wolf growl anim, make animator state generator case instensitive
Rewrite PooledList to be IPooled and IDisposable, allowing it to be part of using statements and free itself when leaving scope
committing texture meta that plastic desires
weapon updates
- set events to use revolver sounds for now
- ironsight updates
- anim updates
- set up ADS anim versions in the viewmodel animator
Include latest skins when using setwallpaper command
Tweaked wallpaper textures aniso levels
Enabled mip map streaming for all wallpaper textures
exported Wolf_GrowlRunToWalkBack animation
Update: convert PositionLerp to IPooled
Previously implemented as IDisposable, so this was a straighforward switch.
Tests: ran a local 2player game, forced the client to disconnect - confirmed EnterPool got called
added skin constraints to left him as well
Make sure we aren't setting wallpaper on incompatible blocks when using 'ent setwallpaper' command
burstcloth - made skin constraint editing less messy
Merge from world_update_2
burstcloth - added skin constraints to allow explicit separation from defined points on skinned mesh without needing projected collision
- works alongside collision constraints, but allows solving explicit issues like knee clipping without having to rely fully on it
- applied to hazmat prefab, also reset bone positions
Fixed 35-40 calls of TerrainWaterMap vs. WaterLevel
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-Collision for Fire Cabinet
-Added Wall mount model, material, textures, LODS
world_update_2 -> world_update_2/radioactive_water
Merge: from main
Tests: built all modes in editor
merge from tincanalarm_tip
Coastal cliffs LOD distance tweaks
Fixed slope mask settings
Update: fixing invalid namespace reference
Tests: none, trivial change
Re-enabled foliage displacement on divesites
fixing the LS motorbike access to puzzle
Coastal cliffs
Slope masks and LODs
Added venetian plaster wallpaper A, B, C (pending icons) and updated skin list
Added a game tip explaining how to wire the tin can alarm
Fixed the lakes texture splats not being maximised resulting in partial grass and forest splat showing or spawning their foliage meshes underwater.
viewmodel prefab material update
Reduced river length scale so max length is identical to before the recent start width change in
103263
Fixed abovegroundpool and paddlingpool having their water body types set incorrectly
Widened rivers slightly at their origin
Merge from world_update_2
Fixed DecorSwim breaking from
103228 (removing ocean from water map)
Have fsm UI states sync their name with the actual runtime state instance
Fixed generated path meshes not preserving the w component when rotating tangents
Tie audio tracks to the play buttons
Lakes are now culled entirely under the terrain (exist neither for physics nor rendering)
Lake water volumes now only exists where the lake or lakeside topologies are painted (may break water volumes that have their water type set incorrectly, or custom maps that messed this up)
Removes water volumes from lakes (now handled with AddToWaterMap)
Eliminated noEarlyExit parameter from WaterLevel
Fixed several edge cases in WaterLevel
Forgot to tick Mountain in the topology mask list after making it. Monuments in canyons fix may work from this point.
WIP left hand IK, still not working
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Merge from fix_zstring_analytics_clear -> main
Fix analytics bulk uploader not clearing string buffer between each line serialized