200,905 Commits over 4,171 Days - 2.01cph!
merge from pilotpack_storepage
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127942 Added pilot suit in the general store hazmat category, Updated pack description
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128000 Updated pilot pack store assets
Updated pilot pack store assets
Materials count on the steam inventory crafting modal is now client predicted
Chandelier - WIP textures, small mesh fixes
Weaver setup:
Takes sync attributes inside the method and wires them to the hoisted SyncVars in the BaseEntity class
Inject proxy methods (getter and setter)
Util method to try and find EntityComponentBase inheritence
Added new FOV slider to the canvas to modify Camera FOV. Setup min/max values respecting regular gameplay FOV bounds. Includes "Field of View" text overlaying the slider
Fix class layout build error
Fix class layout build error
merge from fogmethod1 (sky branch)
- interior darkness fix
- missing 2D cloud layer fix
- underground fog transition fix
- small tweaks
WIP Implement offshore spawn point generation for ghost ships.
Update: refactor ServerUpdateParallel to only contain high-level calls
This should improve profiling view by clearly delineating logic
Tests: 2p session on craggy with UsePlayerUpdateJobs 2
Renamed script in line with scene rename
WearableNotifyTrophyMounted can take list of BurstCloth controllers to disable on trophy mounting
Setup the existing positonal marker square images in the centre of the canvas so they can be toggled on/off with a new button. Shortcutted with `U`.
Some code cleanup & commenting
Set Read/Write and GPU instancing, fix issues with MeshCull, fix server build
added dryfire ads anim, anim event & updated animator
Found another double rendering issue in MeshCull
Added the scene to SceneLoader so it appears in Editor scenes dropdown menu. Renamed scene to CharacterAnimationAndSkinViewer
BurstClolth VM pass, just disabling collision and enabling ResetBonesOnDisable
Merge from ambient_lighting_fixes
edited m15 admire animation so the gun is further away and gloves do not clip. Also removed the creepy finger animation from semipistol idle anim and turned anim compression off so the gun doesnt sway in the hand.
Fixed the indirect lighting issue with cameras that are rendered via script
Copied legacy script's Camera setup so ironsights ADS, screen shake and animation camera rotations work as expected
disable biome/atmosphere fog when in Underground environment, bring in black underground fog when in NoSunlight/TrainTunnels
better BC defaults, natural gravity and disabled collision
adjust weather profile ambient/reflection mults to not darken interiors as much
toggling BC with gesture beginning and ending on ViewModels
when bone transform resetting is enabled on VM burstcloth controllers, this stops it flinging up in the at the end of a gesture when the VM moves 100 units upwards in a frame
Create getter and setter methods we can give to the weaver
Fixed rogue pixels in the bulb emissive texture
Update version.rc as well
I forgot to press CTRL+S
Update version.rc to fill more standard meta data
Map compiler meta data
Make prop water level changes actually work, and apply on clientside too
Sign EXEs
String light bulbs are now combined together into a single mesh
Clean: mark with comments when each player cache is last updated
Tests: none, trivial change
Make a public caller method to get around partial methods with access modifiers requiring an implementation
Pivot, lets do this the most cheaty way imaginable since I cant do two passes with source generator:
CodeGen out some stub methods and emulate the SyncVar inside the EntityComponent
Setup SyncComponent attribute so we can control it
Wire up setting in a way that makes it believable to be a SyncVar
Update: remove CachedState.IsValid - it was misleading and unnecessary
Reimplemented logic that used to rely it to instead rely on nullable values
Tests: editor compiles
Update: move CachedStates growth to ServerUpdateParallel
- also using zeroed memory to have sensible defaults for users that haven't yet being processed
Makes it clearer that they are in sync with playerCache
Tests: none, trivial change
Merge: from main
Tests: editor compiles
Set GPU instancing on materials
Tweaked fairy light line mesh width to fix the weird line corners
Removed some placeholder materials
Enable Read/Write for nature assets