200,884 Commits over 4,171 Days - 2.01cph!
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
updated the security spotlights lods
Fix camera position not updating when recentering map view
applied cinematic materials to ejector seat for merge
Enabled GPU instancing on fairy light bulb material
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Setup ghost ships with simpler buoyancy, remove them from auto spawn for now.
Upon first time opening map automatically centre on player
Added pilot suit in the general store hazmat category
Updated pack description
(Test) set all meshes isReadable=0
Stop interaction toast clipping
Setup button max sizes
Optim: use cached pos to avoid transform access
Tests: none, trivial change
(Test) set all meshes isReadable=0
Remove top level token debug
Ensure map name is sanitised properly in streamermode