145,806 Commits over 4,413 Days - 1.38cph!
merge from fix_guid_null_error
merge from fix_texture_analyzer_atlas
DeployGuides: more explicit depth/stencil format
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
merge from ceiling_gold_stars_rotation
merge from Fix_odd_deployguides
merge from fix_ballistic_vest_description
initial setup of 2 player darts
- refactored the board to be able to instantiate either singleplayer OR 2player darts. singleplayer has leaderboard, 2p does not.
- added interact menu options for starting 1p/2p darts games, as well as options for ending games early
- games no longer end/start when you mount the mountable, you need to use the menu options and then players can mount when it's their turn.
- first pass on 2p game controller
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Minor changes
Try to scale NPC eye pupils with head/model scale
* Seems to kinda work?
Inflator tool tweaks
* "Fixed" it being able to hit NPC bounding box (Made it ignore hull traces entirely)
* Added replacement material for the effect that supports transparency
* Updated the inflator effect so you are able to see what you are doing. It will also look different between inflating/deflating
TTT: Use replicated convars instead of global nwvars (Community PR)
Add another text step in loading when connecting to servers
Mine changes with font code
Define floor network groups as bounds in the apartment building prefab
Start adding ability for custom network groups in apartment monument
- group ids 10 - 19 reserved for apartments
- once you enter inside the apartment you subscribe to the overall apartment building network group
- each floor has it's own network group
- only subscribe to the network group based on the floor you are on (primitive initially, can allow you to subscribe earlier so you don't see popping on elevator)
Add new method of setting flags, mark old one as obselete
Update all usages of now obselete SetFlag to use new method
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convert depth-stencil format from TextureDesc to RenderTextureDescriptor more directly
Add some hand blend in at the end of reload animations. Not perfect but substantially better than what it was
fix for 3p compound bow firing
merge from skinviewer_viewmodel
Fixed viewmodel camera missing depthTextureMode swap based on Effects.requireMotionVectors
Glass AR - final bake, wip textures, material tweaks
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Industrial Torch - Updated view and world models with new UV2 and misc geo changes for better support of emmissive effects
Manifest update for apartment stool
Update: resave after unity 6 upgrade
Tests: ran benchmark
merge from kick_off_2_wallpapers
Polish to large apartment FBXs, bit more set dressing in prefab
set all crouch anims to time scale 1 on playeraniamtion.controller amd exported updated 3p crouch anims
Fix compile simulator not catching all errors (only catching CS errors, not MSBuild errors)
Fix compile simulator leaving 10-12 dotnet processes in background for 15m because "-nodeReuse:false" wasn't passed in
merge from skinviewer_viewmodel
Fixed some skin viewer regression
- Frog boots
- Clatter helmet
- Silly horse mask
- Horse mask
- Egg suit
- Wellipets Hat
- Chicken Costume
- Bunny Costume
- Horse Costume
- Hockey Mask
main -> 50cal_animation_improvements
mountable_rollback -> main
re exported a bunch of assets, fixed some holes. Submitting for LOD tests (can't get it to work properly on my machine)
Fixed typo in description
Added more sound variations to bowless crossbow
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Refactor tick parent history into TickHistory
Merge from render_pipeline_testing