244,454 Commits over 3,898 Days - 2.61cph!
merge from world_update_2
Moved back the font ttf files to the Fonts root folder so community UI can load them correctly
Fallback to TMP default font if the font loading failed
WIP various bits in dev
dittoi
merge from store-ui-dlc-pages
Main Camera post merge prefab fix
WaterLevel post merge compile fix
Merge from main (this will likely need some post-merge fixes)
Brick vent material adjustment
Wallpaper commands minor additions:
- Pick the random skin using the item skin list instead of using an hardcoded ID range
- Check both the skin name and english display name during name recognition
Fixed motion data returning crazy values if something went wrong, or we don't have the hardware
merge main->FrontierHazmat
Added a bunch of terrain filters to coastal rocks to prevent road/rail spawning
Attempt to fix weird bug where fence mesh renderers do not keep both materials at runtime
Fixed floor spikes giibs spawning twice
Fixed large water catcher gibs incorrect materials
Rolled the right hand aim pass into the aim pose component, improves performance and solves a bunch of order of execution issues.
Right hand aim now happens after the aim pose solver and before the left hand IK pass
Remove a runtime allocation (will still trigger in the editor for some tooling purposes)
Refactor the SingleBoneAimComponent in preparation for rolling it into AimPose component
Leaderboard backup, run #
13516
Added ViewmodelAttachmentOverride component, can be added to the root of a viewmodel to override which transform is used when spawning a viewmodel
Mostly for more precise scope placement
Set up GameobejctToggleState components on reload
Remove wallpaper_radius command
Remove setwallpaper and removewallpaper commands in the ent command
Added add_wallpaper_radius, will add wallpaper to any walls in the radius if they don't have a wallpaper, uses the provided skin id (name or id)
Added change_wallpaper_radius, will modify any wallappers in the radius to the provided wallpaper
Both of the above convars can now take -1 as a skin id and a random wallpaper will be used
Added clear_wallpaper_radius, will remove any wallpapers in the given radius
Fix incorrect number of mips calculation for textures, causing crashes on AMD for 4096 sized textures
Add more protection in circular buffer write causing a pretty common audio crash
Merge TrainDecouplingImprovements -> main
Increase ProceduralMapRailSimple default size to one that actually has rails
Use unscaled local to world in solve IK chain pose operation, fixes citizen big feet when scaled (need to check if IK still works properly when scaled)
wallpaper_radius now supports a name parameter, it checks that the name of the inventory asset in unity contains the provided string
eg. "wallpaper_radius retroa 100" and "wallpaper_radius
10249 100" will both set all wallpapers in 100m to that skin
Be mindful when using the name option that it will return the first match, so passing "retro" as a name will return the RetroA skin
Added wallpaper_radius command, works the same as upgrade_radius
Fix cursor flickering when orbiting editor camera
Add two more preferences for hiding cursor when panning or orbiting
Merge main -> TrainDecouplingImprovements
Fixed DPV trouble in moon pools pretty well
Add more common image formats to texture editor
Remove invalid sounds from ceramic surface
Created a new water wells test scene, added to the dev scene loader
Fix NullReferenceException when using Sound.Play with SoundEvent that has no sounds
Merge from hackweek_accessibility_colourblind
Fix Hitboxes From Model incorrect box size, use extents, not size
Fixed objects interpreting the water level as being lower than it actually is in moon pools. Return the top of the water collider instead of the bottom of it.