192,400 Commits over 4,049 Days - 1.98cph!
Added wood collision to jungle floor kits. Fixed inverted normals on two of the COL meshes.
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half_height shelf test setup
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Removed old horses code and prefabs
Renamed RidableHorse2 -> RidableHorse
Added null checks on min/max armour peices when toggling their state
Added token and names to jungle ruin scenes, enabled and enlarged the prevent building volumes - S2P
main -> conditional_armour_meshes
hooper_range_visuals -> main
Clean: removing dead code
Tests: compiles
Handling only enabling one of DLSS, DLAA, or AA at a time when configuring settings, but not in the game yet
- Hopper now uses pre process associated collider step (makes it easier to add deploy volumes & modify them after setting them up)
- Added extra tooltips
Setup for wall mounted weapon racks. Too small for other types.
Visual fixes to jungle concrete walkway kit
replaced remaining loose models in ziggurat scene with their prefab versions
Update: add GamePhysics.TraceSphere and TraceSphereUnordered
- added GamePhysics.Sort(NativeArray...)
- replaced some inline code with TraceSphere call
Works the same as Trace(>0 radius) and TraceUnordered(>0 radius)
Tests: unit tests + staging demo playback
Blowpipe weapon racks setup.
fixed missing object reference in trumpet_tree_sapling_a and jungle_scaffholding_platform_150x300
Setup Hopper visual range
blowpipe worldmodel LODGroup
Adding LODs for ziggurat bespoke pipes and cables, colliders and prefabs
Updated zigg scene
Update: add GamePhysics.TraceRays and TraceRaysUnordered
- works the same as Trace(0 radius) and TraceUnordered(0 radius)
- Replaced some inlined code with a call to TraceRays
Tests: ran unit tests
Better fix for croc emerging from water (didn't go through)
Better fix for croc emerging from water
1st pass viewmodel camera animations for a selection of weapons (deploy, admire & reload only)
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Fixed single armored and metal doors playing wood sounds when destroyed
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merge from inputfield_chinese_fix
exported crocodile intimidate to walk rm animation
Switched these back to green power lights.
Fixed TMP_InputField GenerateHightlight OOB error when typing Chinese characters in chat (and some other languages)
Added LOD3 material and atlassed textures for jungle concrete walkways. Second pass of LOD3 meshes to optimise further.
MovementSoundTrigger.DoPrepare now logs an error instead of a warning
MovementSoundTrigger.ChangeLOD no longer throws an exception at runtime
merge from half_height_storage_test
half-height shelves to be merged to correct branch
Added LODs to jungle concrete walkway kit (LOD3 uvs and mats pending)
Players are now dismounted if they collide with construction while swinging