202,285 Commits over 4,171 Days - 2.02cph!
Removed the chair model from beanbag prefabs
Increase max mount distance
Moved "mountedAnimationSpeed" field up from BaseVehicleSeat to BaseMountable, so we can use it on chairs
Set the bean bags anim speed to 1
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Larger prevent building volume for the mannequin, so we cant deploy stuff on its head
syncvar_loading_fix -> main
Spas12 weapon anim updates
Merge from /indirect_instancing
Remove unused compute shader from indirect instancing
burstcloth sims for small time period after pose/clothing changes to mannequin so it can come to natural rest but not always simulate
- added beanbag sit mountpose enum
- added player sitting pose
- updated player animator
- set fabric and leather beanbag deployables to use pose
- removed mount position offsets
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merge /main/glass_fix_resourcerefs to main
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Stop syncvar autoload only running on the client
Ensure the deferred indirect lighting active property flag gets set in builds
Fix query vis glass being broken in builds, add [GuidRef] attribute to draw a property drawer for generic ResourceRef fields.
added updated icons for fairy lights and string bulb lights
merge from ui_mipmaps_fixes
Tagged more UI assets to use the UI mip map group
merge from decor_lighting_dlc
Small y offset on the bulb string light point lights
Add info to partial paths
viewmodel chainsword update animation edits
Enabled pickup on bulb string lights
Tweaked spotlight yaw range
Removed collider from mannequin corpse
Merge Indirect Instancing
update with latest assets
Merge: from baseplayer_serverupdateparallel
- Fixes NRE when UsePlayerUpdateJobs 1/2 is enabled
Tests: unit tests
Merge: from main
Tests: compiles in editor, player cache unit tests
Removed LightOccludee on chandelier lights, not supported on dynamic lights
Changed chandelier protection
Bugfix: UsePlayerUpdateJobs 1/2 - use correct indices when filtering out disconnected players
- Added a unit test to validate BasePlayer.FilterInvalidPlayers works correctly
Tests: ran new unit test
Ceiling light and ceiling fluorescent light use the same max deploy angle and deploy layers
Merge from indirect_instancing (quick build smoke test)
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
Added farm sign to farm kiosk
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
Revert instancing flags on materials that were using Standard+Wind to their original state.
merge from decor_lighting_dlc
Fixed chandelier bounds issue preventing wiring
Added a game tip explaining you can adjust the spotlight rotation using a hammer
merge from buried_item_null_checks