110,878 Commits over 3,897 Days - 1.19cph!
added SculptingToolData to all relevant weapons (currently any melee weapon that does stab damage)
Bake covers inside prefabs in the prefab's local space, so that they can be retransformed in world space when the prefab is placed
(baked covers are not gameobjects, just structs in a list, so they are not automatically parented)
better defaults on sculpting tool data
Merge from indirect_instancing
Restoring ProjectSettings.asset
Make the cover tool faster by only generating the helper navmesh on tiny planes that perfectly fit the bounds of each monument sub-prefabs
- Removed the jitter spread convar as it's no londer needed
- Updated the global_TemporalAAParams with the new TAA parameters
Tool to load all sub-prefabs of a monument, automatically add scientist covers nodes to them, then save the covers in each prefabs
This way we can still bake covers in editor even though monuments are procedural
Also optimize the tool to take less than 1s for basic monuments like desert military base
hit guide for carving/smoothing is painted onto the ice itself in the sculpture shader, additive mode still uses the 3D sphere hit guide as it's more appropriate to that mode
- also some cleanup and a fix for the hit guide getting stuck when switching items in some situations
Fixed hexagon tiles not being killed correctly
Added luminance weighing to TAA to reduce flickering
jungle_ruins_b iteration2
Merge from indirect_instancing
removed lodgroup from jungle_ruins_wall_3m_D prefab
▍▇▄ ▄▇▆▍ ▅▄▅▉▆ ▌▍▊▄▄▆█ ▇▋ █▄▌ ▇▋▅▌▋▅ ▄▄▊▊ ▇▋▇▅▆ ▊▊ ▆▄▌▍▊▅_▊▄▉▋█▇▅▄ █▇▆▊▊▄
jungle_ruins_a iteration2
metal shield 3p melee attack anim updated
Tweaked horse rotation responsiveness, added an additional factor based on the current speed
▊▇▄▍▌█▉▅▋█▅█▍:
▋▊▌▌▄▆ ██▍_▇▇▇▆▉_▊▄▄
▇█▉█▌▇ ▄▇█_▍▄█▇▋▊▌_▋█▅▆
cherrypicking
109219 Fix wolves not fleeing when damaged when their target is inside a safe zone
merge from giveitemfailed_toast_fix
merge from legacy_shelter_description_change
merge from voiceprops_itemstore
merge from hackweek_car_radio
added additive mode for tools that puts ice back - only on the ice pick right now for testing
removed shield blocking condition on the transition from idle to shield melee attack anim on the handshield layer in player animator to get the melee attack animation to play correctly
initial smoothing from water splashes
- can't splash with sprinklers (too high amount requirement)
fixed pivot points on construction meshes
new merge from /main and /indirect_instancing
Merge: from main
Tests: none
Prevent scientists from magically knowing where you are and homing on you
They now have to use their senses, guess and search methodically
Allowing them to be surprised, baited and flanked
Fix scientists seeing through opaque tarp
▊▊▍▍█ ▇▅▊▍ ▍▆█_▅▋▉█▆▋▉_▉▇▇█ -> ▆▅█▌
▊▄▉ ▉▉▊▇▊▊▆ ▋▍▌▊▅▆ ▇▉▉▋▅ ▌▄ ▊▍▅▄▅▄ ▍▅▌ ▉▋▅▆ ▇▆▆▋▌▉▄▍█ ▌▆▄▊▍ ▊▋▌▍▄▋▍ ▍▊ █▉▅ ▉▋▄▍▇ ▄▉▍▌▅▇▋▍▉
Move AnimationUtil to an editor only namespace
Merge from primitive/prop_offset
Applied to high caliber revolver as well
Cleanup, moved most logic into a new Facepunch.Utility.AnimationUtil class (GetClipFromFBX, GetLocalPositionFromClip, GetLocalRotationFromClip)
More progress, created a process to extract a generic animation curve from a humanoid animation to sample at any given point at edit time
Involves duplicating the asset, converting it, sampling it and then deleting it so it's not fast, but at least it works and we shouldn't need to do this on many entities