248,575 Commits over 3,928 Days - 2.64cph!
Tissue Box material and mesh changes
- setup sub surface scattering like effect on tissue using Skin shader and double geo.
- set up bodygroups on main mesh to toggle tissue visibility
- adjusted roughness values
Triplanar mapping
Trying this for sliced box
Merge from world_update_2
Updating EAC setup / launcher
Added frontier hazmat_hitboxSystem to BurstClothTestbed scene
Added mocap sample clips
Improved hierarchy of cinematic prefab for Paddy
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
Leaderboard backup, run #
14003
Improved PlaceCliffsUniform randomization
Fixed river / ocean transition terrain issues
Set SourceLocation when creating action graphs in editor
Update Facepunch.ActionGraphs
Get rid of hack to re-use action graphs between game and tools
Add SourceLocation to action graphs, fix caching
Show action graph diagnostics in main console, like C# errors
Merge from world_update_2
Final'ish - pending IK fix script.
▊▋▋ █▅▍▄▇▌▇▌.▍▇▍▆▅▅▌▍▊▇▊▋▋▋ ▋▇█▆▅▌▇ ▇▊ ▍▋▋ ▌▌▇▇▅▅ ▇▅▄▌▇▋▇ ▅▇ ▆▉█ ▍▍▄▋█▉▉▄ ▊█▉▉▊▍█▇▇▍▉▆, ▆▉█▉▋ ▌▍ ▋▌▄ ▉▅▋▆▄▌▋▄▇▌▌.▄█▌▊█▆▇▆▄▋▇▋▆ ▆▇▉█▍▊▊ ▋▆ ▊▍▇▋█▍▊▉ ▆▉▋█▅▄▊▌▆ ▉▉▉ ▌▆▅ ▇▉▍▊▇▆▅▋
Fix expected type for constant value links
Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
Reduce wood pile density by 40%
3rd person motion fixes, part 14
Fix Either.CreateType( typeof(Signal) )
Merge: from main
Tests: default editor build
rotated dart fbx to face positive z and re-exported, added dart to .viewmodel prefab
Clean: removing obsolete methods from Pool
Tests: built all modes in editor
Cancel any active gesture immediately on death
shield prefab and adjusted metal value of texture
TerrainTopologyMap.GetTopology fix when getting topology in radius
Merge: from main
Tests: editor build
Update Facepunch.ActionGraphs
Get rid of hack to re-use action graphs between game and tools
Add SourceLocation to action graphs, fix caching
Show action graph diagnostics in main console, like C# errors
Update AssertNoGraphErrorsInScene test
Merge: from itemcontainer_pooling
Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
Fix possible error when editing action graphs within sub-objects
Scene ref node handles !IsValid better
Serialize destroyed GameObject / Component references as null
Fix possible error when editing action graphs within sub-objects
Scene ref node handles !IsValid better
Serialize destroyed GameObject / Component references as null
Update Facepunch.ActionGraphs
Get rid of hack to re-use action graphs between game and tools
Add SourceLocation to action graphs, fix caching
Show action graph diagnostics in main console, like C# errors
Update AssertNoGraphErrorsInScene test
Remove debug
Specifying "Target Game" in addon project type will download and mount that game
Scatter dart initial/placeholder setup
merge from world_update_2
Merge: from main
Tests: editor compiled
Initial
Assets have colors - these all suck right now, will go back through and pick some less sucky colours later
New styling - gradient background, mini icon, etc.
Search widget
Type / tag filters
Asset categories / grouping
Search impl
Asset popup, will turn this into something more tooltip-oriented later
Breadcrumbs
Rebase fixes
Update: Assertions to catch leaking ItemContainer on init
- Removed lazy cleanup on init - due to Load-Init flow it's dead code
- Removed a redundant ItemContainer.Clear call
Tests: Booted Craggy - no asserts. Booted a save game from a proc map - no asserts.
Update Facepunch.ActionGraphs
Get rid of old hack to re-use ActionGraphs between tools and game
Serialize invalid Components / GameObjects as null
Don't call PostDeserialize multiple times for child objects
Keep track of source resource for ActionGraph instances
Also fixes case where prefab ActionGraphs wouldn't get cached properly
Improved inspecting experience with ActionGraph stack traces
* Include source location in stack trace
* Opens the containing scene / prefab when inspecting an ActionGraph stack row
Include ActionGraph diagnostics in console
Graphs need to be loaded at least once for it to know about them
Update AssertNoGraphErrorsInScene test case
We were double-counting prefab ActionGraphs before
Update Facepunch.ActionGraphs
More precise ActionGraph caching / simplify SourceLocation
Fix scene ref nodes breaking if not compiled immediately
Fix access control error for custom GameResources
Remove log
Update Facepunch.ActionGraphs
Make sure action graph debugger inits immediately
Fix possible error when saving GameResource action graph
Shorter ActionGraph diagnostic message category
Update cached ActionGraphs when re-deserializing GameResources
Backups; pose collection, cine prefab variants
merge from world_update_2
Clean: removing redundant ItemContainer.Kill calls
- Removed a comment since it became obsolete
Returning to Pool will "Kill" them.
Tests: None, trivial changes
Restrict storage barrel being able to be placed deep inside the world layer
thumb_up
13
thumb_down
11
Merge from elevator_parenting_collision_improvements