108,603 Commits over 3,867 Days - 1.17cph!
Added green wallpaper placeholder icon
Folder cleanup
World Update 2 -> Legacy Wood Pile Improvements
Tweaked doorway wallpaper socket offset so you can't deploy wallpaper from the hard side when theres no door
DoPrepare to get an id on the new divesite prefabs
Cleared out divesite_a and c replicas
Updated manifest
Re-added to populations to ensure proc gen spawning for the new prefab paths
splite divesites off to their own scenes so we dont get as many conflicts. Renamed new A B and C to D E and F as we have old ABCs, relinked broken rocket materials on divesite E, ran scene to prefab on D E and F
Make fsms easier to debug and extend by using tags for high-level transitions instead of nested fsms
Updated Rust+ pairing error messages toast with the new syntax
merge from buildingerrors_improvements
Fixed RPC error when assigning a bag to a disconnected player who has already reached their bag limit
Only add a 0 when starting by typing 3 or more in the digital clock alarm UI
so 3 -> 03:
more seaweed placement. plane lods
Updated canyons clutter topology to contain the bottom of canyon surface for ore node spawns
Updated canyon scenes
wip PlayerModifier limits per source type (tea/dart) and combined totals
Update: Replacing new occurances of obsolete Pool API with new
Tests: built all configs
Merge: from main
Also contains updated codegen binaries to conform with new API
Tests: built all modes
edited dpv character animations and edited ik position for hand on its deployed prefab
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Merge from broadphase_testing
switching to automatic box pruning
Have wolves react to campfires
proper limits on hitch joint
Clean: use a cast instead of new expr
Also dead static removal
Tests: none, trivial change
Added View Model and World Model for the Wallpaper Item
Setup Wallpaper Viewmodel and World Model Material
Have EntityQuery.ProcessInSphere<T> cast to the chosen type, fix wrong time warning labels
green vintage wallpaper skin files
Merge from jobify_ocean_sim
Added event folders to archive directory
Added new bandit camp + harbor menu background videos.
Replaced some existing videos with higher quality versions.
Removed old/outdated videos.
Scene improvements, testing a right hand IK controller for easier placement during editing
Moved menu video archive folder to editor assets directory
Use the diff of the pose instead of saaving the whole pose, ensures any zeroed out poses are accurate to the underlying data
Added an ADS version of the rifle poses
Simplify blend to just work between two closest points, works a lot better
Fixed missing capitalisation on item name
Added a new Particle system Ik fix using a new component - ParticleSystemPostIK
Instead of manually repositioning each particle in a job like the old system, this just runs Simulate in a LateUpdate after the IK pass so we preserve all the behaviour of the particle system
Requires Particle Systems to have Play On Awake turned off, so this won't work for systems that need to be toggled on and off
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Merge VehiclePlayerColliderFix -> main. Fixed out of sync mounted player colliders.
Disabled ToggleVisiblityTrigger on canyon volumes (WaterCullingVolume should handle the visuals)
Implemented WIP digital clock art
Tweaked the deploy volumes so you can't deploy it on itself
Fixed fishing not working in the new lakes and oasis's
See new LakeWaterBody prefab
Fixed Construction and TinCanAlarm empty phrases blocking phrase update
merge from buildingerrors_improvements