145,834 Commits over 4,413 Days - 1.38cph!
Hardcode drop_item gesture to 1s as it's now faster
Added a toggle to all animation sub systems that disables them when gesturing
Not a great fix, would be cleaner to move gestures to their own sub system but for now it will have to do
Fixed vehicle aim yaw not being carried over when changing weapons while mounted to a boat seat
Refactored to just use a static list of parameters (see AnimatorFloatParamsToCopy)
New rear turret IK curves
Map hand ik to a curve instead of using raw values (just like the parachute)
- Good first pass curve on front
- Good first pass curve on rear
Map distance to turret during reload to a curve. Reduces snapping on the rear turret at the end of animations
- Good first pass curve on rear
Industrial Torch - Updated textures, changed bc from png to tga, added glass emmisive texture, setup all materials with the new textures and correct setting for on and off variants
illuminated buttons;
- ran manifest
illuminated buttons;
- rebuilt as prefab variants
- updated colour swap lookup entries
WIP using base color brightness instead of base color tint
Merge from main (no conflicts)
- Add settings for emission colour to entity colour lookup asset
- Allow spraycan color change component to set which shader properties it should target
- Spraycan color change component now handles present EmissionToggle components on its target renderers
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merge from beenie_deformhair_enum
riot helmet uses beanie deformhair
More beanie conditional meshes
Updated appropriate headwear to use beanie deformhair
mid-length beanie conditional setup
set up weapon charms on bowless_crossbow and m16a2
unity 6 VolumeManager fixes
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Added beanie option to DeformHair enum
Industrial Torch - Updated view and world models with changes to UV2 for emmision, cropped emmisive filament texture
merge from fix_guid_null_error
merge from fix_texture_analyzer_atlas
DeployGuides: more explicit depth/stencil format
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
merge from ceiling_gold_stars_rotation
merge from Fix_odd_deployguides
merge from fix_ballistic_vest_description
initial setup of 2 player darts
- refactored the board to be able to instantiate either singleplayer OR 2player darts. singleplayer has leaderboard, 2p does not.
- added interact menu options for starting 1p/2p darts games, as well as options for ending games early
- games no longer end/start when you mount the mountable, you need to use the menu options and then players can mount when it's their turn.
- first pass on 2p game controller
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Minor changes
Try to scale NPC eye pupils with head/model scale
* Seems to kinda work?
Inflator tool tweaks
* "Fixed" it being able to hit NPC bounding box (Made it ignore hull traces entirely)
* Added replacement material for the effect that supports transparency
* Updated the inflator effect so you are able to see what you are doing. It will also look different between inflating/deflating
TTT: Use replicated convars instead of global nwvars (Community PR)
Add another text step in loading when connecting to servers
Mine changes with font code
Define floor network groups as bounds in the apartment building prefab
Start adding ability for custom network groups in apartment monument
- group ids 10 - 19 reserved for apartments
- once you enter inside the apartment you subscribe to the overall apartment building network group
- each floor has it's own network group
- only subscribe to the network group based on the floor you are on (primitive initially, can allow you to subscribe earlier so you don't see popping on elevator)
Add new method of setting flags, mark old one as obselete
Update all usages of now obselete SetFlag to use new method
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convert depth-stencil format from TextureDesc to RenderTextureDescriptor more directly
Add some hand blend in at the end of reload animations. Not perfect but substantially better than what it was