156,221 Commits over 4,536 Days - 1.44cph!
hookup sea turtle death anims with root motion
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sea turtle animation update adding death anim block out
merge from fix_automated_test_game_view -> main
Fix automated test runner not working if the test runner window is open when play mode is entered
- caused by WaitForEndOfFrame() in a coroutine stalling until the game renders the next scene
- instead of chaing every usage of that in the project (and the side effects it may cause) make the test runner window focus game view
Trainyard, water treatment and sewer branch loot tweaks
Scene2prefab
merge from critter_animals
Cow animation polish pass
merge from critter_animals
Add water avoidance or preferance to roam and flee states
Clean(editor): StoreBundleTool - get rid of last Task usage
Tests: ran Update Urls (force)
add frog and squirrel death anims, no corpses
Update: StoreBundleTool - improvements and optims
- add a "force" version of Update Urls, incase we got desync between local and remote states
- only run blurhash generation for invalid(or bypassed) image hashes
- shuffle task scheduling to run as much as possible in the background
- support multiple asset path prefixes for cases not in the store folder
Tests: ran Update Urls (force), most upload tasks timeout (rip)
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merge from render_pipeline_testing
fix mangled merge conflicts, refactor turns to animation ik jobs
set up proper renderer data for stone sculpture painting scene
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Updated projectile,entity and worldmodel with updated model
Fix mesh painting in RRP (🥚🧥)
- re-exported viewmodel with correct naming
- removed old rig/model links in prefab
- model file moves
c4_client_prediction -> main
Rollback changes to addon whitelist
* It caused issues on Linux builds with addons that use non English characters
Add some panel related hacks to account for community made addons
exported latest frog anims
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- Add support to satchels
- Clean up ugly requirement for hideuntilmobile
- Auto handle visual grabbing in preprocess step
Updated lamb fur textures
merge from render_pipeline_testing
fix atmosphere fog not working if game was launched with RRP enabled
- moved files around
- deleted refresh folder and duplicate files
- updated viewmodel prefab
FIx cow eating from trough by telepathy when blocked by other cows
merge from automated_testing
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Rename editor TestBaseCombatEntity, was confusing to have two classes with the same name and produced some warnings
better startle, critters dont startle other critters
Simplify old animals, remove all the piping and states where they could be aware of a target but not attack/flee, and reduced sight range to compensate
- Much better c4 prediction settings
- Changes to hide/show events on c4
- Fix prediction rotation blending not taking place across the whole allocated distance
New building automated tests baseline
Checks foundations link up / dont link up as expected in some basic configurations, checks buildings get merged and split
Correctly flags the current known issue with triangle foundations connecting when only touching at corners
merge from Livestock_animals -> critter_animals
critters startle and run away when players come too close
Merge from render_pipeline_testing