249,480 Commits over 3,959 Days - 2.63cph!
Fixed offset not being 1:1
First successful attempt at running right hand IK as part of the weapon aiming system without reparenting the weapon to a different bone
Still not quite 100% accurate to the authored gun position
Involved building a 2 bone IK pass into the aim pose system so that the IK pass has all of the information it needs to evaluate it's position
Leaderboard backup, run #
13348
Fix modal paths still targeting asset.party
merge from reload_animation_timings
Package error notification tests
Fixed actual gameplay prefab for testing
Add [System.NonSerialized] to savedTrackSpeed
Fixed inertia tensor z becoming zero on bikes after sleep/wake cycle (+minor formatting fixes)
Updated C4 mats & textures to use Rust Standard instead of the deprecated custom shader.
Updated the lighting on C4.
Explosion related WIP backup.
Merge from missing_component_warning_cleanup
Moved all ModelViewer assets into an Editor folder to hopefully prevent it being included in asset bundles
Removed the missing component on the demo playback record shot object, unsure what it was but the functionality seems unchanged
Merge from elevator_parenting/net_vis
Fixed gibs getting spawned when picking up an elevator
Merge from elevator_parenting/net_vis
Fixed player placed elevators not working
Fixed the neon light in player placed elevators causing a material leak, now uses MaterialPropertyBlock
Fixed elevators not being able to move if they are in a different network group to their parents
hud muted button
scale relic etc
telescope relic
Merge DuplicateGUIDFix -> main
Merge UnassignLaunchSite -> main
Don't normalize AnalogMove when using a gamepad... so it's actually analog
Merge TrainDecouplingImprovements -> main
Don't clamp flex override when getting it
Oops, missed this weight clamp
Removed OnPreCouplingChange saved data. Set new coupledBackwards bool per train car when it's first integrated into a new CompleteTrain, always use that as a reference instead of calling CompleteTrain GetIsCoupledBackwards again. and don't let anything mess with it after that. Fixes various bugs with getting the wrong data after uncoupling etc. Also fixed CompleteTrain init order issues.
Transparency Sorting Test Scene
merge from main -> full_server_demo_client_reader
Merge from optimize_f1_console_autocomplete -> main
Fix f1 console lag spiking for 1s+ when pasting a large string by setting a flag and only running autocomplete once
- was firing inputfield callback for every single character and running autocomplete 600+ times
Pass rotation to cubemapper so rotated envmap probes captures are rotated the correct way
Fix Cubemap Brightness Normalization, uses prefiltered envmap instead of spherical harmonics, fixes overbrightened envmaps in dark areas, and increases overall contrast of envmaps
Update transform for skybox envmap
Fix packets not having correct prefixes and postfixes when extracting player demos
Parse time from entity position packets to add server time to each demo packet
Test that the demo can be read after extraction
Use correct page url in comment notifications
error notification fix
Remove old Tile classes
Updated Sprite Tools
Updated Minimap Colours
Added Key Sprite/Pickup. Has a chance to drop from Crates.
Fixed Pickup Scales and Shadow Scales
Fix PhysicsBody.CheckOverlap crash when checking overlap against mesh
Fix not being able to Zoom in certain Rendering Widgets
Fixed issues with Sprites that had an aspect ratio of < 1 (scales width instead of height and vice-versa so things always fit in view)
Hull collider cone and cylinder respect game object scale
Some transition label fixes
Set ore bonus wood to use bonus_hit_wood