160,106 Commits over 4,566 Days - 1.46cph!
Collapse odd verts on LOD borders to handle seams, removes need for multiple meshes
Give terrain inspector better sliders per LOD and more info
Improve terrain cell snapping and padding with the other mesh topologies
Merge from hempcolourblind
Inverted the mask of the hemp accessibility tint, only affects the bud now
Did a big clean up, impostors don't show the bud so we no longer need an impostor baked per colour setting
Show the blocked reason in a toast if blocked when attempting to flip or rotate a block
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Rotate and flip share the same slot in the pie menu and E/Q switch between them like building skins
We merge them together to not break muscle memory and shift the building tiers around
Swap net lods to use distance comparisons instead of cells to ensure its consistent between small and large network entity settings
Merge from belt_main_priority_stack
When right click transferring items from a container only move those items to the belt if there is an unfilled stack that we can fill up, otherwise it will go into the main inventory
Added all the mirrored stair skin prefabs
Can bake all the meshes and prefabs using Tools > Building Blocks > Bake Mirrored Stairs
Added mirrored versions of the L and U stairs
- can be flipped with SHIFT + R when deploying
- or using the hammer if placed less than 10 minutes ago
https://files.facepunch.com/Flavien/oFr7SIxlXyO1eTFm.png
Merge from spray_anim_fixes
Fixed spraycan becoming unusable until the item is requipped if player sprays at a surface and then quickly looks away
Also fixed spraycan 3p spray anim playing twice
- Massive code cleanup
- Reduce/remove a bunch of un-needed allocations
- Remove some un-needed procedural eye code
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Merge from double_anim_event_fix
Don't allow multiple identical animation events to fire in the same frame on PlayerAnimationEvents
We're now running concurrent, identical controllers on a single animator and when they use animation events they are both firing at the same time
Get Linux32 to build for now
* Seems there's a VPC bug on Linux that needs investigating
Fix server collider for sail having both the "lowered" and "raised" colliders active after it was first spawned
Add ability for room occlusion to take one of the newer saves with cached entity links and export that directly to a full server state of the world (instead of only splitting it into multiple copy paste files)
- allows loading an entire server to benchmark performance
- can now zip base occlusion test fixtures because JSON files don't scale well to 400MB (who would have expected)
Fixed building blocks being destroyed causing doors to be recalculated when they didn't need to be
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scrap king - updated frames and their gibs, blocks import settings, foundation steps movement collider
merge from dynamiclod_parenting_fix
Fixed lights staying off after being reused from the pool or switched back on, when they were occlusion culled at the time (from 163706)
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merge from updaterequired_improvements
Tweaked wording, translations
merge from main -> base_occlusion
Disable some unused Bootil stuff that spits out warnings
Reduced compile log noise on Linux
Removed unused libraries from lib/
Handle 0 byte model files crashing the game
Fixed some compile warnings
Linux64 build progress
Rename some tool project internal names
Add fsm graph window for viewing/debugging/editing npc fsms.
fix demo export in builds
merge from main -> fix_sail_guide_mismatch
Add automated tests for placing foundations in rocks
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tone down eye lid opening bounce
Changed "Client update required" kick message wording. Can be translated too
merge from skinviewer_waterpurifier_fix
merge from tattoos/art_pass
Fixed water purifier showing its viewmodel in the skin viewer (its using the old deployer still)
Play eye movement and blinks from the customiser anims
- updated blink anims
- each clip's mask is the v4RustPlayerMask bones plus l_eye, r_eye, l_eyelid, r_eyelid
- UI_CharacterPreview - removes the procedural eye look-at and blink in the preview
- PlayerModel.ApplyHeadEyePositions - the preview re-applies each head's eye positions after the animation, to fix eyeballs sinking into skull
- self contained eye code changes in the customiser, In-game eye behaviour is unchanged