141,341 Commits over 4,383 Days - 1.34cph!
Sunflowers
- disable wind & motion vectors on lower LODs
- disable motion vector on billboard LOD
Same idea for wheat
- disable wind & motion vectors on lower LODs
- disable motion vector on billboard LOD
merge from automated_testing
Make sure vehicles have mount points in TestAutoTurret.PlayerMountedToArmoredVehicle_PlayerNotTargeted
More darts improvements
- fix reticle accuracy and use animation curve for smoothness
- improve ui, add focus bar to be able to visual how much focus you have left
- added zoom option for seeing board closer while still maintaining throw distance
- fix scoring for ending turn on 1 point left, and small refactor for ending on bullseye counting as double
- add more convars for playtest tweaking
More turret tests fixes, added debug convar to suppress randomness in the tick invokes
Reworked PlayerMountedToVehicle_PlayerTargeted
Disable motion vector on the orchid billboard renderers (it was still doing motion vector pass despite the billboard material having wind disabled) and swap in the wind disabled lower LOD material
Add orchid wind disabled materials
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Apply lower LOD materials to hemp prefabs
Make wind disabled versions of hemp materials
industrial garage door;
- texture updates still wip
Assign wind disabled version of material to lower LODs and disable motion vectors on them
Merge from 3p_spectator_improvements
Viewmode fixes:
- Now need to press shift+F3 to set additional viewmodes. Just pressing F3 will only toggle between standard 1st and 3rd person.
- SpectatePlayer should now return the correct currentViewMode during both spectate and demo playback. Removed hack for getting the viewmode
- Can now switch between all viewmodes during demo playback
- Fix SpectatorMode.Update not being called in third person during demo playback
Industrial Storage - texture update
Make lower LOD material variants of the berry plants with wind disabled
updated 3p c4 holdtype run/jog clips so they play correctly
Fix RendererLOD not saving motion vectors for different LODs (so the lower LODs of plants can turn off motion vectors)
main -> server_browser_update_2
merge from cpu_batching_submesh -> main
Fix merge conflicts on meshCache submeshes
Fixed batched shipping container losing color
- caused by some meshes missing vertex color and not adding any default vertex color causing the batched color to not be correctly applied when the meshes were merged
binoculars_ui_refresh -> main
main -> binoculars_ui_refresh
- Change rangefinder palette to white
- Fix dodgy material
Added Freestanding Sink Prop Models and Textures
Setup Freestanding Sink Prop Folders, Prefabs, Materials, Colliders and LODS
Removed Old Freestanding Sink Prop Blockout Model
- Further shader improvements
- Added scratch and lens dirt
- Styled rangefinder
- Seperate out new font material
- Further minor changes
Updated a variety of drop mag effects to single frame parenting & setting simulation space to world (instead of local)
Updating ghost sheet skinning
Salvage cleaver animation updates
Mortar anim updates, IK hand fix and viewmodel camera animations
Updated wip floorpapers, icons, textures. Updated skins list, manifest, localization
merge from automated_testing
Autoturret tests cleanup and fixes
- New supress HUD system
- Supress HUD whilst you have it out
- Add clicks that correspond to distance
- Hide crosshair
- Shader fixes and improvements
* Sample first before adding navmesh agent, to avoid warning spam when navmesh is not there yet
* Prevent entering recast code paths when unity agent is null but convar indicates to use unity, instead do nothing
Potential fix for "can't do X on agent not on navmesh" error spawn when toggling useUnityNavmesh convar
Make sure all modifications of navPos (through property or warp) also update the world position if updateWorldPos is enabled, before warp would not update worldPos
set crouch n ne and nw speed to 1 in player controller animator and exported wip crouch anims
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merge from hbhf_power_fix
merge from automated_testing
Wait for Application.isLoading to be false before starting test on cold boot and batch mode
SendNetworkUpdate early returns when Rust.Application.isLoading is true