137,654 Commits over 4,474 Days - 1.28cph!
invisible water producer variant, applied to pipes, manifest
remove greyboxing from water pipe prefab w/ new asset
added maintainables to WTP monument scene + S2P
WTP maintainbles updates
- gearboxes have max pwoer output optional setting
- created new prefab for scene maintainables, with 3 gearboxes set to 75 max power each (200 is threshold to start tank spinning)
- placeholder sound code
- renamed WaterCatched debugging convar to reflect new general state
- removed testing debug logs
Slightly lowered the centre rock of rock_formation_d to prevent a terrain in the middle
Fixed this mat being emissive on abandoned static env assets.
Powerline indicator states, electrical FX, LODs & distance glow.
Added player.adminsafezonelooting (disabled by default) which allows admins to loot wounded players, corpses or bags
https://files.facepunch.com/raul/1b0811b1/08_19-35-CyanViperfish.mp4
Removed redundant Unity tools entry
Fixed cliff_hills_large_b poking out of terrain
- Added a few more terrain anchors
- Increased offset/extents of all anchors from 2 -> 2.5 to help with sloped placement (more anchors alone did not solve the example case)
Added support to the CliffSandbox scene to recalculate prefab positions based on terrain anchors, specifying what prefab name to recalculate for
Added missing UnityEvent attribute on RidableHorseAduio::PlaySound
merge from shield_anim_subsystem
Added active FX, sounds and env volume to the pipe hole.
Restore player anim controller I went too far with deleting shield states, we still need `shieldBlocking` for lowering hands.
designs for underground stations
rock sculpture steam id and placeholder icon
SDF generation from shape modifications is done in the background as well, sculpting has near-zero mainthread cost now
fixed non-interacting single-press interactions triggering SDF rebuild
Move shields to subsystems
placeholder sprays for games pack, set up steam ids and unlocks
powerline indicator light material and textures
added to powerline electric box prefab - needs hooking up
Prevent error spam about _EnvVolumeBuffer
placeholder games wallpapers
Adding sheep rig and animation exports
bar stool metal and bar stool wood initial prefab setup and skins, unlocks etc
Prevent DoF from rendering on non-game cameras
cleanup and fix mesh/material separation between sculpting dialog and entity
Prevent the blur optimized effect from running on non-game cameras
Bugfix: fix out of bounds write
Tests: ran unit test combination that previously failed - now passes
Fixed the blur issue on the skin viewer camera in RRP
Add extra dismount points so the table wont kill you in some cases (should all the dismounts be blocked)
Clean: remove AntiHack.DeltaTimes persistent buffer
Was used to cache tick times, but now we cache it in PlayerStates
Tests: ran AH perf and unit tests - stumbled on an unrelated(I think? suspicious) bug
Stop pool dismounts making you fly
Stop players feet clipping into the ground whilst playing pool
darts fixes
- zoom changed to hold right click, zoom factor decreased
- added debugging logs in case of build issues again
- increase viewport clamping so you cant look inside viewmodel
Merge from conversation_typewriter_fixes
Fix the NPC conversation UI typewriter effect duration not scaling correctly with frame deltatime
Adjust timings for displaying the next char delay
Revert: Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
Added RRP volumes and prefabs for each of the effects on the skin view cameras
Set up wearable eye view adjustment_submesh for Abyss hazmat (partial fix)
Updating arrow world model prefabs
LOD states for damage states (lockers)
Added the UI Background Blur component back to the EngineUI2 prefab after the merge
Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
merge from smallbackpack_workshop_setup (missing .meta)