108,453 Commits over 3,867 Days - 1.17cph!
Added terrain wetness around rivers and lakes
renamed mushrooms.mat to mushrooms_red and added other colour variants. changed to metalness workflow and added slight transmission plus easily tintable in the detail map
FSM UI now properly add new states at mouse location
burstcloth
- fixed siblings applying too much force as they were being iterated twice in different directions (this was increasingly unstable with higher numbers of substeps and constraint iterations)
Fixed terrain wetness displaying in canyons
Fixed lakes not displaying on map
Made the way water is displayed on map slightly nicer by taking distance to shore into account, not just depth
Vendor Mismatched Fields -> Main
Merge: from main
Tests: Build all modes
Fixed travelling vendor mismatched fields
Merge from world_update_2
Fixed rivers having the lake instead of river water body type set
Fixed rivers ending too soon when getting close to the ocean (regression from all the recent changes)
Fixed river splat sometimes going crazy where rivers flow into the ocean
Fixed harbors overlapping rivers
viewmodel burstcloth angular limit tweaks
Updated all wallpaper mats to use MULX2 blend type on the detail layer (fixes missing normal and occlusion)
Support underwater effects in lakes
Add option to export code only FSMs to graphviz to help porting existing FSMs to the new UI
restored viewmodel wallpaper renderer
Set all wallpaper skins unlocked by default for now so its easier to test on staging
Merge: from /main/pool_reduce_freeunsafe
Tests: tested on feature branch with build tests
Update: Replace Pool.FreeUnsafe with Free
No funcitonal change, just reducing work in the future. Also updated relevant binary.
Tests: Build a win64 client locally and built all modes in editor.
Using mountain topology to reject monuments inside canyons as that is about the only one that will leave cliffs, decor and forests intact
Changed monument spawn filters in world setup prefab
updated wallpaper view/ world model prefabs and vm rig with latest mesh
Skin setup
Created wallpaper steam item and flagged the default wallpaper skins as unlocked by default
Added a setting to ItemSkin to let us flag a skin as unlocked by default
blowpipe viewmodel mesh for alex
temp textures
Restored wallpaper.entity WallpaperModelRenderer components
Updated Wallpaper World Model FBX to fix flipped UV's on LOD 1 and 2
FIxed Wallpaper World Model FBX not having LODs
Updated Wallpaper View Model and World Model to have correct names and data names
FIxed Wallpaper World Model UV rotation error.
Merge: from main
Tests: none
Fixed digital clock UI server fields mismatch
wip deployable scene item setup
Fixed WallpaperModelRenderer server fields mismatch
Updated Wallpaper Viewmodel and Worldmodel to the latest FBX
updated wallpaper entity with latest world model meshes
Finished weapon items scene setup
Fixed offset not being 1:1
First successful attempt at running right hand IK as part of the weapon aiming system without reparenting the weapon to a different bone
Still not quite 100% accurate to the authored gun position
Involved building a 2 bone IK pass into the aim pose system so that the IK pass has all of the information it needs to evaluate it's position
merge from reload_animation_timings
Fixed actual gameplay prefab for testing
Add [System.NonSerialized] to savedTrackSpeed
Fixed inertia tensor z becoming zero on bikes after sleep/wake cycle (+minor formatting fixes)