108,453 Commits over 3,867 Days - 1.17cph!
Merge from fix_zstring_analytics_clear -> main
Fix analytics bulk uploader not clearing string buffer between each line serialized
ProceduralMapRailSimple and ProceduralMapRoadSimple include canyons, lakes and oasis as those directly affect river / rail / road generation and take little time to generate
Refactor IK to specify right hand, in prep for left hand pass
- Don't allow mounting the DPV in shallow water
- Dismount player if water becomes too shallow
- Removed unused waterlogged check
Kayaks now pick up speed automatically when facing downhill (for extreme river rafting)
Uses same system as boogie boards
Added fixcars convar support to the DPV
DroppedItem now spawns it's worldmodel via GameManager.CreatePrefab, ensuring PreProcess is run
Removed the server side code that disabled renderers as those renderers should now be removed in PreProcess (this code was just for the editor but it ran at runtime regardless and caused a 40b allocation every time an item was dropped)
Fixed mushroom colouring not being applied to dropped mushrooms
Added a new TeakUIPresetSelect that allows us to create defaults for selections of settings
Added preset accessibility options for Protanopia, Dueteranopia, Tritanopia
Also supports a custom mode
Turn on cast shadows for LOD0 of the mushroom clusters
Hooked up the new mushroom materials to the colour swap pallette
Fixed timings on reload animation FX call.
Iterated on FX.
Fixed DigitalClock.FadeOutScreens NRE
Subtracting
103112 (water carving volume culling distance) as it's no longer needed with the new changes (canyons are no longer using water carving volumes)
Add labels to transitions in fsm UI
Merge from world_update_2
Had to subtract the elevator merges as the custom manifest rebuilds have caused aux2 to lose some merge links, resulting in merge conflicts in files that should not have merge conflicts
add 30s sound track preview audio files
Removed ocean from TerrainWaterMap (now only contains rivers and lakes, needs rebaking for static test maps, did it for CraggyIsland)
Ocean is culled entirely under the terrain (exists neither for physics nor rendering)
Ocean now only exists where the ocean or oceanside topologies are painted (may break custom maps that messed this up)
Removed water carving volumes from canyons (no longer required, fixes bugs caused by those volumes reaching beyond the canyons and overlapping ocean, lakes or rivers)
This will likely break everything and ruin all of our lives for the next few weeks
Blunderbuss uses local animation effects folder instead of double barrel shotgun.
Ammo model texture setting pass.
Optimized texel sizes down to be more consistent with the weapons.
Force fur to bypass render queue check the same as Hair is
Clean: Removing other TMP hidden warnings
Turns out I added an extra csc file that I missed today.
Tests: none, trivial changes
Fixed hatchet fur not working with viewmodel renderer
Parent tunic controller to pelvis & add bone retarget
Improved Legacy Wood Piles -> World Update 2
-Added fire extinguisher cabinet world model
-Added materials
-Added textures
-Added fire extinguisher folder structure
-Added LODS
Fixed wallpaper being colored by shipping container custom colors
Also remove water caustics where ocean is culled
Removed shore wetness from canyons (again, accidentally reverted)
Update: fixing depr warnings in TMP
Originally I excluded it from fixes as it was an external package, but it has a couple of our fixes already.
Tests: none, trivial changes
AddToWaterMap correctly handles cases where lakes sit lower than the ocean
Don't render ocean where lakes are (determined by lake topology)
Added commands to easily apply and remove wallpaper to building blocks
- ent setwallpaper <radius> <skinid> (skinid set to -1 will randomize a skin for each blocks)
- ent removewallpaper <radius>
merge from FrontierHazmat/burst_cloth
Update: Review feedback
Avoid creating a struct when fetching state of ParticleSystem
Tests: none, trivial change
Derive graphview edges to store fsm transition information directly in them
Fix undo not working when renaming fsm nodes in the UI or changing state properties
Made underwater checks more stringent on divesites
Redoing some deployables I lost to a crash