128,902 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Renamed script in line with scene rename
 
                
                
                
                
                
             
         
        
            
            
            
                
                WearableNotifyTrophyMounted can take list of BurstCloth controllers to disable on trophy mounting
 
                
                
                
                
                
             
         
        
            
            
            
                
                Setup the existing positonal marker square images in the centre of the canvas so they can be toggled on/off with a new button. Shortcutted with `U`.
Some code cleanup & commenting
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                added dryfire ads anim, anim event & updated animator
 
                
                
                
                
                
             
         
        
            
            
            
                
                Found another double rendering issue in MeshCull
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added the scene to SceneLoader so it appears in Editor scenes dropdown menu. Renamed scene to CharacterAnimationAndSkinViewer
 
                
                
                
                
                
             
         
        
            
            
            
                
                BurstClolth VM pass, just disabling collision and enabling ResetBonesOnDisable
 
                
                
                
                
                
             
         
        
            
            
            
                
                edited m15 admire animation so the gun is further away and gloves do not clip. Also removed the creepy finger animation from semipistol idle anim and turned anim compression off so the gun doesnt sway in the hand.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed the indirect lighting issue with cameras that are rendered via script
 
                
                
                
                
                
             
         
        
            
            
            
                
                Copied legacy script's Camera setup so ironsights ADS, screen shake and animation camera rotations work as expected
 
                
                
                
                
                
             
         
        
            
            
            
                
                disable biome/atmosphere fog when in Underground environment, bring in black underground fog when in NoSunlight/TrainTunnels
 
                
                
                
                
                
             
         
        
            
            
            
                
                better BC defaults, natural gravity and disabled collision
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                adjust weather profile ambient/reflection mults to not darken interiors as much
 
                
                
                
                
                
             
         
        
            
            
            
                
                toggling BC with gesture beginning and ending on ViewModels
when bone transform resetting is enabled on VM burstcloth controllers, this stops it flinging up in the at the end of a gesture when the VM moves 100 units upwards in a frame
 
                
                
                
                
                
             
         
        
            
            
            
                
                Create getter and setter methods we can give to the weaver
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed rogue pixels in the bulb emissive texture
 
                
                
                
                
                
             
         
        
            
            
            
                
                String light bulbs are now combined together into a single mesh
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clean: mark with comments when each player cache is last updated
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make a public caller method to get around partial methods with access modifiers requiring an implementation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Pivot, lets do this the most cheaty way imaginable since I cant do two passes with source generator:
CodeGen out some stub methods and emulate the SyncVar inside the EntityComponent
Setup SyncComponent attribute so we can control it
Wire up setting in a way that makes it believable to be a SyncVar
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: remove CachedState.IsValid - it was misleading and unnecessary
Reimplemented logic that used to rely it to instead rely on nullable values
Tests: editor compiles
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: move CachedStates growth to ServerUpdateParallel
- also using zeroed memory to have sensible defaults for users that haven't yet being processed
Makes it clearer that they are in sync with playerCache
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Merge: from main
Tests: editor compiles
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set GPU instancing on materials
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked fairy light line mesh width to fix the weird line corners
Removed some placeholder materials
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enable Read/Write for nature assets
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                updated the security spotlights lods
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix camera position not updating when recentering map view
 
                
                
                
                
                
             
         
        
            
            
            
                
                applied cinematic materials to ejector seat for merge
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enabled GPU instancing on fairy light bulb material
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Setup ghost ships with simpler buoyancy, remove them from auto spawn for now.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Upon first time opening map automatically centre on player
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added pilot suit in the general store hazmat category
Updated pack description
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Stop interaction toast clipping
Setup button max sizes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: use cached pos to avoid transform access
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                (Test) set all meshes isReadable=0