156,202 Commits over 4,536 Days - 1.43cph!
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
Added new sounds for the :rabbit2: & :chipmunk:
Merge from monument_analytics
- Add the ability for predicted grenades/c4 to follow bone rotation on deploy
- Add hide/show to our legacy c4 animations
- Clean up throw prediction settings
- Custom Show if attribute to eaisly hide fields in inspector unless another field on the same object has a value
Setting the default number of depth bins to 16 per-tile
Add monument to oil rig switch event
Moved the property gathering for lights to a job that runs before the binning jobs
Tweaked loot spawns to reflect monument tiers, visual polish
Radhouse large mesh and collider tweaks for the new room
Scene 2 prefab
Added a generic warning function that can be set/called by planner.
Upgrade planner placement now checks if future upgrades can also be placed for the current upgrade. Placement turns yellow if this upgrade is possible but future ones are not.
Stops you placing 2 sandbag upgrades to then realise the next one is placement blocked.
Fix map layers (like train tunnels) not rendering in RRP
Fix bear flee when target on foundation test failing because the bears goes into chase for one tick before the flee, test can now read the exact fsm transitions and be more accurate
Add in additional air drops and satellite selection events
Make the other sandbags non-craftable, only the default sandbag .
Assign new sandbag placement guides, per level.
No longer hide the item being upgraded.
Removed branching on spot light code for calculating the cone based on the light type
Give cows avoidance, it was especially ugly when they clipped with each other or the player, which happens a lot because there are often loads of cows in a tight space and they move slowly, also make players collide with cows
Move planner upgrade code to partial