244,476 Commits over 3,898 Days - 2.61cph!
Fixed wallpaper retro 2 diff texture guid mismatch just in case (the mat was pointing to an invalid asset on my machine)
VR: HapticEffect sends duration in milliseconds, as expected
VR: Hook WorldScale up directly to IPD
corrected skin constraint update maths
- added skin constraint gizmos
merged from fire_extinguisher
Selection history editor window now saves its history between sessions
Imported Standing Coat Hanger Textures and Models
Added and Setup Standing Coat Hanger Prop Prefab
Setup Standing Coat Hanger Material, Colliders and LODs
burst cloth
- moved skin constraint updates to IJobParallelForTransform to stop mainthread waiting for previous jobs (even though we only need read-only access, it doesn't know that)
- fixed retrieval of bone data for player preview case
Too many errors from this
merge from armored_window_collider_fix
fire_cabinet deployed gibs test - not to be merged
Update: ImpostorBatch implements IPooled
Moved some code around and removed some always-true checks.
Tests: during local game hit all new functions in the right order
player update. made unique compound bow deploy and fire anims to match viewmodel
Global stats have min, max, avg, sum
New leaderboard api, committing early for speed tests
Stop-gap fix until I suss out why maps are referencing their own game projects, and having projects download their cloud version on startup
Temporary Item setup for fire cabinet
Updated wallpaper icons and skin list. Repositioned wallpaper WM in icon scene.
VR: Always use tracked device transform, even if hand tracking is available (for now)
Fixes controller tracking
Buoyancy fixes inside canyons
Don't cull lake water if swamp topology exists
Added forgiveness radius when creating the water culling mask to work around slight inaccuracies in the painted topologies (may have to dial this back in the future, so let's try and make the topologies as accurate as possible)
Encoded water body type into shore vector w component, instead of just ocean mask
Use ocean, lake and river topology to cull water (depending on the water type)
TODO: Lakes need lakeside topology around their water volume (covering some of their beach, see Asana)
TODO: Oceanside topology needs improving (will do next)
reduced max placement distance on DPV
- ran socket rename
Fix PackageReviewNotification
Unified item headers, can delete leaderboard
Confirmation element
Leaderboard backup, run #
13396
River flow improvements (follows a sin wave on flat terrain)
River distance improvements (rivers keep a more reasonable distance from each other)
Burst compile the bone jobs
Small river width randomization fix
WIP clear held entity button, not working for some reason
Fixed pose window always saving data to ADS slot
Exposed fields on weapons to declare which aim pose data to use
Fixed component not working at runtime, can actually see poses in gameplay now
Fixed not being able to edit poses
Mask out aim poses on deploy
Show more fuel on the gauge for small amounts, since it won't often have big amounts in the 500-capacity tank
Wrote a new stability system for the DPV
Blend out the aim pose while reloading, driven by a behaviour on the state machine rather than a curve on the animation clip import (so we can apply to everything)
Update the upgrader script to apply these changes
Show a message if the player tries to mount in too-shallow water, instead of just blocking the mount interaction
Working Left Hand IK implementation
Fixed layer mask of summer DLC pools not picking up dropped items, fixes items not sinking as expected
Fixed BuildingPrivlidge.MenuDeauthorize_ShowIf NRE
clamped console autocomplete index to the bounds of how many options are available
Created LODs and baked LODs for hill cliffs
Added batching to all cliffs
Added splat masks for hill cliffs
Removed jutting cliff material variants
Moved game setup prefab on Refinery
Fade in GameHUD too
Added volumetric fog to main menu
UI buttons defined as an "action" will play a different click sound