108,453 Commits over 3,867 Days - 1.17cph!
Radioactive Water -> World Update 2
Added boolean to enable automatic topology changes
Lake/Oasis/Radtown S2P
Fixed wallpaper world model skin material not being swapped for all LODs
Reverted the -1 Y tiling in code, pushed by accident
Set the viewmodel to use the wallpaper mats, but add the AO and normal maps into the detail layer
Tweaked the viewmodel base material to match the blue default skin
Radioative Water -> World Update 2
Revert set topology on water sources - fixes incorrect topology map with lakes on terrain generation
Temprorarily breaks Radioactive Water
Merge World Update 2 -> Radioactive Water
Updated Wallpaper Viewmodel Texture and Material settings
skinned latest wall paper viewmodel in rig and updated anims for it
configured prefab for cloth collision adjustment
- tunic bone chains also lifted up
Horse ragdoll prefab updated. Changed character joint settings and arranged new colliders. Changed names of folders, called head and body, containing horse armours to resolve skeleton issue.
added field to burstcloth to control how the collision rays are projected towards the origin
merge from unify_pool_free
Fixed WallpaperPlanner.OnFrame NRE
Wood Piles~
Hotspot nodes were consistently getting stuck in ridges/weird parts of mesh. Came up with a way to use custom centres for each stage on an ore resource node. Much better results overall.
Greatly simplied my first attempt.
Improved ground contact on divesite rocks/props being off the ground
Applied feedback to Subway 2 wallpaper (applied skirting, shifted accent colour). Fixed Wainscotting 2 icon in skins list.
Updated Wallpaper View Model Normal Map
Updated Wallpaper View Model FBX
Merge from world_update_2
Clamp total combined modifier values to configured limit range.
Update Wallpaper View Model and World Model
Removed Wallpaper View Model Opacity Map
Rest Wallpaper View Model Material to use correct channels
Adjusted caboose colliders to fix unwanted collision
Applied soime WIP shelved changes
Update: Fixing obsolete FreeList usage
Tests: none, trivial change
Update: Consolidating Facepunch.System.Tests
- Cleaned up a bunch of bogus using statements
Tests: Ran combined unit tests - they pass.
Merge: from main
Tests: ran around, gathered, shot, built
Merge: from /main/experiment_reduce_gc_server_refresh
Tests: ran new unit tests, checked Server Browser work
Tightened the Oasis blendmaps, water surface volumes. Also added a monument topology to them so rail and roads piss off
Merge: from main
Tests: ran new unit tests, checked ServerBrowser
Update: StringView gains index and range support
Added tests to cover new functionality. Added more checks for Substring operations
Tests: ran new unit tests, checked ServerBrowser
tweaked glowboard intesity a notch
set emissive compression to HQ for now. We may want to dither the emissive if we set it to normal quality to reduce banding
Scene, anim and timeline backups
Added support for two sets of data to be loaded onto a pose at once, a default and an alt set
The alt set will be used for ADS
Supports blending between the two with a weight so we can animate it
Experiments with new offset script feature.
Revert fishing rod entity to current version from main, this prefab was broken on this branch