244,536 Commits over 3,898 Days - 2.61cph!
Redoing some deployables I lost to a crash
Animate main menu camera with a shitty script, and some transitions
Riot Gear Player initial files
Added terrain wetness around rivers and lakes
renamed mushrooms.mat to mushrooms_red and added other colour variants. changed to metalness workflow and added slight transmission plus easily tintable in the detail map
Slight state context menu tweak
FSM UI now properly add new states at mouse location
burstcloth
- fixed siblings applying too much force as they were being iterated twice in different directions (this was increasingly unstable with higher numbers of substeps and constraint iterations)
Some more tweaking
Make state actions into separate GraphicsItems too
Fixed terrain wetness displaying in canyons
Fixed lakes not displaying on map
Made the way water is displayed on map slightly nicer by taking distance to shore into account, not just depth
Turn off ACES in Refinery for now
Vendor Mismatched Fields -> Main
Merge: from main
Tests: Build all modes
Fixed travelling vendor mismatched fields
Standalone: move IsWhitelistDisabled option into project config, so that it saves into the .sbproj like everything else
Merge from world_update_2
Fixed rivers having the lake instead of river water body type set
Fixed rivers ending too soon when getting close to the ocean (regression from all the recent changes)
Fixed river splat sometimes going crazy where rivers flow into the ocean
Fixed harbors overlapping rivers
viewmodel burstcloth angular limit tweaks
Updated all wallpaper mats to use MULX2 blend type on the detail layer (fixes missing normal and occlusion)
Support underwater effects in lakes
Add option to export code only FSMs to graphviz to help porting existing FSMs to the new UI
restored viewmodel wallpaper renderer
Set all wallpaper skins unlocked by default for now so its easier to test on staging
Human outfitter can accept a list of models to pick from, instead of just 1
Standalone: blacklist DLLs we don't need (cuts down export size by ~130mb)
Merge: from /main/pool_reduce_freeunsafe
Tests: tested on feature branch with build tests
Update: Replace Pool.FreeUnsafe with Free
No funcitonal change, just reducing work in the future. Also updated relevant binary.
Tests: Build a win64 client locally and built all modes in editor.
Using mountain topology to reject monuments inside canyons as that is about the only one that will leave cliffs, decor and forests intact
Changed monument spawn filters in world setup prefab
Updated Sprite Tools
Prefab Spawner no longer spawns at the same height as the tiles
Revert shader back to the manually edited shader since it's still needed for shadows
updated wallpaper view/ world model prefabs and vm rig with latest mesh
Revert manual shader changes and add calculated Bounds to TilesetSceneObject to prevent improper ordereing.
Update Example Scene
Can click items in the inventory to see info about them
Skin setup
Created wallpaper steam item and flagged the default wallpaper skins as unlocked by default
Added a setting to ItemSkin to let us flag a skin as unlocked by default
blowpipe viewmodel mesh for alex
temp textures
Restored wallpaper.entity WallpaperModelRenderer components