128,913 Commits over 4,232 Days - 1.27cph!
    
    
    
        
        
            
            
            
                
                Fixed SC rocket splash damage issue related to wall corners
 
                
                
                
                
                
             
         
        
            
            
            
                
                Stairs spiral landing conditionals - Moved collider to parent, set models to server cull
 
                
                
                
                
                
             
         
        
            
            
            
                
                ticked on 'bake into pose' for root transform/rotation on updated bear animations
 
                
                
                
                
                
             
         
        
            
            
            
                
                exported bear sprint and canter and edited some bear anim settings in unity
 
                
                
                
                
                
             
         
        
            
            
            
                
                shipping container skin floor and triangle floor conditional models for exterior display
prefabs setup
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from  ModelConditionTest_Outside_Inside
 
                
                
                
                
                
             
         
        
            
            
            
                
                Match build options for old build process
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add ScriptableBuildPipeline package
Implemented a new, custom BuildAssetBundles method that runs PreProcess on a new instance of each prefab, saves the modified prefab into the bundle under the original prefabs name and then destroys the modified prefab version after the build is complete
 without requiring an AssetDatabase import
Backing this up because it will probably break my project if it goes wrong (it will definitely go wrong)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from Tugboat. Need to see if tugboat and ragdoll rewrite + physics layer changes will behave well together.
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added engine and water audio loops
 
                
                
                
                
                
             
         
        
            
            
            
                
                Minor glass texture adjust
 
                
                
                
                
                
             
         
        
            
            
            
                
                Lowered opacity on tugboat glass - easier to see through (requested in meeting)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reasonable starting setup for water wake FX on tugboat
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Conditional model pieces / mesh of child prefabs of building blocks now spawn in the correct place
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed ScaleBySpeed not dividing by deltaTime, causing the reported speed to be framerate-dependent and much lower than actual. Greatly increased the min/max speed values all users of this script to accommodate for this fix. Fixes all boat wake effects being framerate-dependent.
Updated:
- Kayak
- RHIB
- Rowboat
- SubmarineDuo
- Submarine Solo
- Boogieboard
- Innertube
- Horse innertube
- Unicorn innertube
- Shark
- Horse
 
                
                
                
                
                
             
         
        
            
            
            
                
                Possibly fixed feet IK rotation getting applied incorrectly after being forcibly dismounted from a vehicle (eg. crashing a minicopter)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed extra collider and rendererbatch script. Added wake and engine FX from RHIB.
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Vintage Wall Clock Prop Prefab Setup
 
                
                
                
                
                
             
         
        
            
            
            
                
                exported bear stand up anims ,rotate anims and edited run anim
 
                
                
                
                
                
             
         
        
            
            
            
                
                bear controrller - added turn layer
added turn pose test,  attack with translation
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from main -> global_networked_bases
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Adding ModelConditionTest_Outside / ModelConditionTest_Inside
Adding placeholder conditional variants of shipping container floor for inside / outside
 
                
                
                
                
                
             
         
        
            
            
            
                
                Scene additions for Matt.  Pool, volumetrics volume.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed extended UVSet support in Blend4Way
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from aiarena_animal_control
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Can now control animal movement in AIArena - take control of an animal and left click to move it to the player's look position.
Added Animalbrain.States.MoveToPoint to move to raycast position memory.
Added Animal.ControlTest AI design, added it to all animals as second AI design.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Clothing r/w changes (all in one commit so I can revert it if needed)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Temporary rough water masks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Allow fbx's into server bundles if they have import legacy animation enabled (fixes car lifts not animating on server)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Basic monitor UI for tugboat
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increase water consumption of sprinklers to better match the water being consumed in liquid containers
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tugboat fuel storage work. RHIB doesn't need some overrides that it had.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed tugboat fuel storage interaction
 
                
                
                
                
                
             
         
        
            
            
            
                
                More buoyancy for tugboat - sit higher in the water
 
                
                
                
                
                
             
         
        
            
            
            
                
                Request updated camper positions for the map if a player has a camper in their respawn options every 30-45 seconds (it gets updated every 10s if a player is dead)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Finished porting all Core shaders to Rust Standard shader backend