108,453 Commits over 3,867 Days - 1.17cph!
Updated C4 mats & textures to use Rust Standard instead of the deprecated custom shader.
Updated the lighting on C4.
Explosion related WIP backup.
Merge from missing_component_warning_cleanup
Moved all ModelViewer assets into an Editor folder to hopefully prevent it being included in asset bundles
Removed the missing component on the demo playback record shot object, unsure what it was but the functionality seems unchanged
Merge from elevator_parenting/net_vis
Fixed gibs getting spawned when picking up an elevator
Merge from elevator_parenting/net_vis
Fixed player placed elevators not working
Fixed the neon light in player placed elevators causing a material leak, now uses MaterialPropertyBlock
Fixed elevators not being able to move if they are in a different network group to their parents
Merge DuplicateGUIDFix -> main
Merge UnassignLaunchSite -> main
Merge TrainDecouplingImprovements -> main
Removed OnPreCouplingChange saved data. Set new coupledBackwards bool per train car when it's first integrated into a new CompleteTrain, always use that as a reference instead of calling CompleteTrain GetIsCoupledBackwards again. and don't let anything mess with it after that. Fixes various bugs with getting the wrong data after uncoupling etc. Also fixed CompleteTrain init order issues.
merge from main -> full_server_demo_client_reader
Merge from optimize_f1_console_autocomplete -> main
Fix f1 console lag spiking for 1s+ when pasting a large string by setting a flag and only running autocomplete once
- was firing inputfield callback for every single character and running autocomplete 600+ times
Fix packets not having correct prefixes and postfixes when extracting player demos
Parse time from entity position packets to add server time to each demo packet
Test that the demo can be read after extraction
Set ore bonus wood to use bonus_hit_wood
Removed particles from sound effect
Wood ore bonus
Manifest
Swapped impact effects to tree-impact
Fixed wallpaper pickable and skinnable from the hardside of a doorway without a door
wallpaper_viewmodel by default on view model and world model prefabs
Merge from main -> full_server_demo_client_reader
Restored wallpaper viewmodel refs
Tweaked wallpaper icon framing, generated the default one - the other will come later this wee
World Update 2 -> Legacy Woodpile Improvements
Swapped to correct impact effect
Rebalanced HP to make it as close to nodes as possible
latest wallpaper viewmodel mesh added to prefab and rig
made burstcloth large collision response pruning optional
Added first person deploy sound to wallpaper
Added proxy test with more strategic bone placements
Merge from nexus (fix server NRE when transferring while in a team)
Fix formatting after merge
Pulled out the view/world model logic from WallpaperPlanner to WallpaperModelRenderer
Fixed wallpaper viewmodel missing shadows
Fixed canyon water carving volumes being culled too early
Updated Wallpaper View model and World Model FBX's to make cuts more subtle
Update Wallpaper View Model and World Model FBX to fix UV Errors
Reduce occurences when one wolf is injured and other wolves keep circling slowly instead of coming to help or fleeing
Tweaks after playtest feedback:
* have wolves interrupt lenghty animations when they are suddenly in danger
* injured wolves don't answer to calls for help as it'll just get them killed
* less predictable charge patterns to disrupt aiming
* higher chase and flee speed
Buildfix: updating stale DLL
Tests: built all modes
Updated Wallpaper Viewmodel and World Model FBX
Merge from world_update_2
Fixed some artifacts from river terrain adjustments
Rivers have more momentum when colliding with terrain, carving into it more visibly
Rivers start out much thinner as a creek
Rivers widen at their end as they flow into the ocean