252,069 Commits over 3,959 Days - 2.65cph!
Track all items that are consumed by players
Fix shark categorize string for analytics
Sharks are now considered NPC's
Record deaths via NPC as a sub category so we can differentiate players dying from weapons (ie. getting killed by an mp5 wielded by a player or a scientist)
Removed the the map snowmobile
Merge Main -> MagnetCraneUpdates
Cleanup
Give graph context access to the node manager
Give group anim node its own graph context so nodes always know who their node manager is
Move custom demo systems to a new partial script to reduce conflicts when merging from main
Removed orphan DebugEx timer
Enabled saving on y temp train and carriage entities
Make sure the wheels start at zero rotation
Update changed wheel bogie positions when received even if the train is off
Fix rear bogie jitter from using world instead of local rotation
Added missing time parameter info
Smoothed out train bogie rotation using the new generic interpolator
Merge Main -> Rail Network
Try reducing magnet crane interp snapshot count from 32 to 8
Create empty graph by default on startup
Merge Main -> rail_network
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Faster, much better water caustics
Simulate wind ripples on water, increase offset, make underwater fog blend seamless with edges and view
Revert "Pre init streaming bootstrap buffers"
This reverts commit 2cf3859d687a7901d7fdc6dfb40a6f751349cd17.
Revert "Shut visual studio up v2 electric boogaloo"
This reverts commit 961e4ffbe6e7b0fbb2b5dfc4b9f6af6752f7224f.
Revert "Assert to make sure we're not a nullptr to shut vs up"
This reverts commit 7c230cf07fc22872c597bce184701564edd71612.
Pre init streaming bootstrap buffers
Shut visual studio up v2 electric boogaloo
Assert to make sure we're not a nullptr to shut vs up
Fix mod list in assetbrowsers being too tall
FocusOnLocation and OnAttributeModified goes through node manager
Same deal for copy graph nodes
Fix paste graph nodes not using the correct node manager
Enable stack drawing on node items for group nodes
Copy CAnimGraphEditorWidget for CQGroupEditorWidget, cut down on code duplication later
Group editor widget saves group node id so we can get the new node ptr on animgraph change, fixes undo crash
Remove OnUpdateVisualization from IAnimGraphVisualization, don't need to do this now
Remove m_rootNodeID in format conversion
Add IAnimNodeManager, we're gonna need this
Allow animgraph to grab the node manager
Create a node manager in group anim node instead of a whole new animgraph
Allow node manager to be grabbed through graph editor widget so we can yoink the manager that the group node is using
Send the node manager down to the visualization container widget instead of an animgraph
Pass the node manager to editable graph
Keep track of the animgraph in path entry so that the correct anim node can be got when updating visualization
Let anim node manager deal with removing invalid nodes and setting context post load
Move all handling of nodes into node manager
Move root node id into node manager, find it on post load so we don't have to save it
Immediately dispose scene textures if requested for ScenePanel
Add CGroupInputAnimNode and CGroupOuputAnimNode stubs
Add group anim node
Add group editor widget
Add anim node manager
Add KV3_FORMAT_ANIMGRAPH2 and converter for migrating to node manager
include more workshop assets in build
adjust description
changed some invasion powerups
Use New camera for only controller input + use input actions
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