244,550 Commits over 3,898 Days - 2.61cph!
Merge from nexus (fix server NRE when transferring while in a team)
Fix formatting after merge
Pulled out the view/world model logic from WallpaperPlanner to WallpaperModelRenderer
Fixed wallpaper viewmodel missing shadows
Fixed canyon water carving volumes being culled too early
Updated Wallpaper View model and World Model FBX's to make cuts more subtle
Update Wallpaper View Model and World Model FBX to fix UV Errors
WIP - adding refraction
ditto
Reduce occurences when one wolf is injured and other wolves keep circling slowly instead of coming to help or fleeing
Tweaks after playtest feedback:
* have wolves interrupt lenghty animations when they are suddenly in danger
* injured wolves don't answer to calls for help as it'll just get them killed
* less predictable charge patterns to disrupt aiming
* higher chase and flee speed
Buildfix: updating stale DLL
Tests: built all modes
Updated Wallpaper Viewmodel and World Model FBX
Merge from world_update_2
Fixed some artifacts from river terrain adjustments
Rivers have more momentum when colliding with terrain, carving into it more visibly
Rivers start out much thinner as a creek
Rivers widen at their end as they flow into the ocean
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
Rusted Car and Old Sign setup and addition
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
Stash all this work so I can make ubre happy
Stash this as well first
If GameObject isn't valid when trying to call an RPC, call the method anyway but only if we can determine that we have permission to do so - this way we can ensure RPC methods are still not called when they shouldn't be for any given user. (Fixes Facepunch/sbox-issues#6270)
skinned latest wall paper viewmodel in rig and updated anims for it
Fixed an issue where if you're Small Fish and disconnect yourself from a created lobby immediately by calling GameNetworkSystem.Disconnect in OnLoad, a TCP socket would remain open preventing you from starting a lobby again. This is because Disconnect is called before the asynchronous method CreateLobbyAsync has finished, so it goes and adds/creates new sockets that never get closed.
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
Org error section
https://files.facepunch.com/garry/86a9e8a7-e4f0-4ce2-b282-bc9d344b5da0.png
Make transition labels into their own GraphicsItems
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.
Allow player rotation in mayamode
Updated Wallpaper View Model Normal Map
Updated Wallpaper View Model FBX
Adjust skid + use base animator