243,648 Commits over 3,898 Days - 2.60cph!
MeshEditor: More robust u and v axis face calculation, only set texture axis if the face can calculate a valid normal
Add unrecognised reference paths to asset inspector
Remove legacy path from CMapAssetType::CalculateDependencies
Move light culling renderer to scenesystem and remove GetPtrValue hacks from it, we'll call it from lightbinner to pass results from light culling, layers still exist on renderingpipeline for ordering
Updated Mushroom World Model to have decreased size
Imported Mushroom World Model Colliders
Switch Mushroom World Model Colliders from Box to Mesh
backup
moved moonpool crane to props folder
Dynamically show tool world models based on TC content
WIP logic for loading scientists back in.
New related states, AI design updates.
ActionGraph.ValidationIndex
Initial proof of concept for scoping gamepad inputs
- Push input scope if a GameObject has an InputScope component, which pushes the active input context
- Don't use Controller.First anywhere other than UI
- Poll every gamepad input and store an InputContext per controller, instead of just the first one
Todo:
- Fallback to first controller if we don't define any input scopes at all
- Let the keyboard and mouse easily be the "non-scoped" input, so we can have two player games with just one gamepad
player update. spear and pitchfork holster position edits
Tweak painting to pixmaps to avoid invalid pen crash
Delete block tool scene object if creation gets cancelled
Support heightfield in CPhysicsShape::GetTriangulation
player update. edited 2h melee attack and deploy anims to match the viewmodel anims better
Unmangle SDL
Steam Audio: check for AVX512 before using it
CollisionActionComponent, TriggerActionComponent
These will all get deprecated with #1458 anyway
player update. snowball gun entity edited to use r prop also gun held position and holster positions edited. grenade launcher holster position edited and combat knife held postion slighlty changed
merge from nightlight_water_fix
merge from tutorial_bag_improvements
merge from tutorial_island/keys_fix
merge from burst_indicator_fix
Make AssetSystem.IsCloudInstalled a bit safe
EventSystem gets inner exception from TargetException
WorldPanel mark panel as null when disabling
Wrap ControlSheet in try get to prevent catastrophe
oilrig sat tube models and prefabs, triggers
tweaked oilrig raw metalness texture to limit white halo around rust
level hierarchy cleanup
StyleSheetCollection replaces old parsed value when calling Parse
Fix menu not loading in editor properly
Add Component.OnParentChanged
Update GameObjectInspector.cs
Create avatar.scene
PanelComponent updates parent panel when changing parent
Leaderboard backup, run #
10156
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Check for and apply Harmony mod updates automatically while the server is running
Don't wipe the players sleeping bags when starting the tutorial, don't show mainland bags while the player is in the tutorial
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Fixed clothing being reset when deselecting
Fix burst indicator missing on belt bar icons, looks like the nested prefabs lost their connection during a tutorial merge. The prefab links are now restored and the belt bar binds are set up again.
Fix for RPC error in StartTutorial if no ping data had been initialised on the server
Fix adding and removing clothing
Actually fix clothing dresser
Don't rebuild skeleton, since that method is editor only!
SourceLocation ILHotload test
Use built-in FindNode( getInnermostNodeForTie: true ) for ILHotload
#1492
Fix ILHotload handling SourceLocation attributes
I'm not sure why it wasn't skipping before
Terrain default cast shadows off
Heightmap import support mac byte order
Remake heightmap/controlmap texture when importing at a different size
Fix enums on ReflectionSerializedObject properties
merge from tutorial_timetrack_fix