155,702 Commits over 4,536 Days - 1.43cph!
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Remove tangents, blend shapes from 2716 collision fbx's
The tangent change might actually be a decent memory saving, in some cases removing this halves the memory size of the mesh
Collision meshes aren't big so we're talking a couple of kb's
Merge from complicated_livestock_merge (indirect merge from main)
Merge from livestock_animals
add deactivated state for critters and sea turtle, if no player is in connection range, go to a special deactivated FSM state
for turtles this also disables their special water locomotion
Add dedicated gibs for driftwood clutter 1–5
Bunch more work: improvements, usability, config, add buttons to relevent components, etc.
Bugfix: fix pack overlay missing images for buttons or main section
Tests: clicked through a couple packs, clicked on all carousel buttons
- Setup sever character selector
- Can pick your caharacter before joining a server
Update: start saving image StoreITemOverlay's image URLs
- adjust field naming so automation can find and fill in urls
- ran automation
Tests: navigated to bowless crossbow page, some textures are missing (expected)
Updating bull and calf with new mesh
hopefully a fix for Bradley flatbed ladder climbing and moving-train boarding
- Separate ladder and parenting triggers onto individual colliders.
- Enlarge parenting volumes to capture players earlier and overlap deck parenting.
- Widen and raise all four ladder volumes for easier access and deck transitions.
- Preserve the original ladder bottom height.
- Add Bradley flatbed to the manifest entity list and prefab hash lookup.
Better framing for test video recorder, fix network range problems causing test to be invisible at the start + attach light to camera at night
Fix cows sliding away when hurt / dying, they now get up properly (and play the scrambleFromSleep authored anim when applicable)
Merge from editor_jump_hitch
Editing an item with existing WR setup auto loads it with previews.
Bugfix: ensure CoverImage is active when we succesfully load the image
This makes FactoryDoor render correctly
Tests: checked store for factory door
missing gib for cactus_01
Add dedicated cactus gibs and plant break effects and enable wet log B and C gibs
Update: fixup SkinTile to use CoverImage instead of RawImage
- get rid of SkinTile_General that did above but used in only couple places
Tests: navigated through all of store, everything looks correct, only barn door is missing (y tho)
-Reduce portrait background opacity
- New cancel colour
- Fix bull only defending herd from players, can now defend against other animals, and also defend it's owner base against other players
- Add tools to render automated tests with captions to videos
Added editor-only Rust Editor option to preload the jump sound class to avoid the first jump hitch in editor.
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Military tunnels loot room
WIP weapon rack visual config tool
Fix codegen baking runtime statics into ResetStaticFields and fixed the uncompilable resets it emitted for delegates and null strings
wip textures for generator
merge from automated_testing
Fix landmine worldmodel outline
Added gib setup to wet log A so it spawns debris when depleted
Made a start on being able to toggle specular contribution from specific lights. Still needs support for the Core path and Forward+ rendered objects
Set BlurOptimized iterations param to nointerp
Fix BIRP blur only blurring horizontal
Adjust blur UI volume settings to compensate for grabpass
Move blur to after uberpost pass
Fix oversized landmines - worldmodel optimisation changed the shared mesh import scale from 0.5 (this was changed 4 years ago) to 1, doubling placed mines. Halved all four LOD meshes in Blender and re-exported to restore the original size whilst keeping the import scale 1.
merge from arrow_collision_fix
Fix obsolete comment about coats
Second pass on livestock naming
Hook up the procedural cow textures derived from genes
Rework mesh test, it was getting false positives from fbx files that contained the collision and visual meshes (which we shouldn't do, but it's not a big deal in this case)
Added an automated fix process to run the same check and then fix up those settings, might remove it once we update everything
No fbx's modified in this commit, it's changed 2900 meta files so I need to do some spot checks