535 Commits by 14 Authors. 9,336 files added, 700 deleted, 496 moved.
30 November 2017
Diogo Teixeira
Cherry picked WorldModelOutline NRE fix
Fixed NRE in worldModelOutline /hotfix1130
This commit has been marked private, so it is hidden
Changed culling.world to unsaved for now
Fixed project settings define symbols
Removed unused component references from main camera
Defaulted culling.world to false; needs more fixing and testing
Changed hair set collection layout to allow one dye collection per hair entry
Fixed hair dye mat props affecting other mats (e.g. skin)
Ensure hair dye is picked consistently across different hair types
Waits at least one frame after reg before vis test Removed serialization tags from occlude dependency structs
André Straubmeier
Subtracting 24120, 24123, 24124, 24127
Mining quarry is uncraftable and no longer drops as loot (static quarries only) /save154
Warehouse no longer has a quarry Added road piece to warehouse /save154
Mining quarry monument is tier 2 Added road connection node to mining quarry monument /save154
Reapplied launch site road / power nodes /save154
Merge from dungeon_art_8 /save154
Merge from main /save154
Merge from main /building_system_3
Fixed possible race condition when building splits / merges were deferred /building_system_3
Fixed building merge not sending out network updates for building blocks that changed their IDs /building_system_3
Building privilege extends out for 10 meters around a building /building_system_3
Maurino Berry
undid previous fix /hotfix1130
merge from main /hotfix1130
placement/throw fix
skin approval fixed camera warning
more fixes for worldmodels
fixed a bunch of worldmodels not having outlines outlines enabled by default
tc is storage container /building_system_3
minor debugcam fix
chairtest false
bonefollower fixes
overlay improvements
ptrefall
This commit has been marked private, so it is hidden
Updated foundations. /building_system_3
Work in progress toward better and more predictable animal behaviour. /animal_ai
Matt Isaac
added hair dye assets to skin assets. tweaked material values to balance. hair cap base colour needs to be made unique to each material per hair dye asset.
rebaked vertex lighting on hairstyles after shader reflection changes. tweaked textures to allow for dyeing. created hair dye materials for head, facial and body hair. creating dyesets.
Damian Lazarski
Merged mining_quarry_a placeholder /save154
Merge from main /mining_quarry
Merge from main /dungeon_art_8
Mining quarry backup /mining_quarry
Quarry backup /mining_quarry
Alistair McFarlane
slightly stricter dropbox placement
Network++
Hapis progress /hapis6
TomButters
Advanced Lootbox, LODS, model, textures and material
Alex Rehberg
Lots of sound tweaks and polish Campfire/furnace ignite & extinguish sounds Ceiling light on/off sounds
29 November 2017
Diogo Teixeira
Fixed culling-related flicker sometimes when spawning a new object Fixed flicker when toggling culling.world (proper)
Added depth tolerance to outline draw shader (glow over grass)
Fixed outline when using temporal AA Fixed outline issues affecting other effects Fixed outlined object showing over viewmodel
Subtracted 24049 and 24043 => rollback to 2017.1.2f1
Maurino Berry
potential satchel fix
python icon setup
André Straubmeier
Fixed another "user-provided triangle mesh descriptor is invalid" error on some road meshes /save154
Cleanup /save154
Road and powerline tweaks /save154
PathFinder still prioritizes direct neighbors over diagonal neighbors when diagonals are allowed /save154
PathFinder.Point implements IEquatable /save154
Preliminary road / power connection points for all monuments /save154
Subtracting 24065 /save154
Monument placement optimizations /save154
Updated powerline layout to same algorithm roads are using /save154
Added gizmos to TerrainPathConnect /save154
Tweaked world tier distribution (slightly smaller, more concentrated tier 2) /save154
Tweaked biome distribution (slightly less arctic, slightly more arid) /save154
Roads no longer sometimes go through water /save154
Fixed "user-provided triangle mesh descriptor is invalid" error on some road meshes /save154
Damian Lazarski
Mining quarry A progress /mining_quarry
Mining quarry A progress backup /mining_quarry
Alistair McFarlane
Hapis progress /hapis6
Hapis progress /hapis6
ptrefall
Updated Apex to 2017.1
28 November 2017
Maurino Berry
color changes
compile fix
worldmodel outlines (off by default)
André Straubmeier
More work on the road network generation in preparation of monument in / out points /save154
Fixed roads / powerlines getting interrupted by rivers /save154
Merge from Unity2017.2
Don't let OutputHandler.OnMessage throw exceptions /Unity2017.2
Facepunch.Unity.dll /Unity2017.2
Updated plugins with new Unity libraries /Unity2017.2
Alistair McFarlane
Hapis Progress /hapis6
Hapis progress /hapis6
Hapis progress /hapis6
Diogo Teixeira
Restored culling stats display; editor-only
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
Culling debug draw now working in build; switched non-player/npc debug shapes to boxes
Renamed culling.lodcomp to culling.world; enabled by default
This commit has been marked private, so it is hidden
Immediate apply lodcomp state to all when toggling Fixed flickering after toggling lodcomp
ptrefall
Updated Apex AI to 2017.2
First attempt at stopping animals from attacking through walls.
Vincent Mayeur
toptier half wall block models/col/gibs - block prefab updated /building_system_3
metal half wall block models/col/gibs - block prefab updated /building_system_3
stone half wall block models/col/gibs - block prefab updated /building_system_3
wood half wall block models/col/gibs - block prefab updated /building_system_3
twig half wall block models/col/gibs - block prefab updated /building_system_3
27 November 2017
Maurino Berry
thompson aimcone reduced
bundle bs
grenades pinpull and release is much faster grenades always throw at max velocity (no need to hold)
finalized semi auto recoil styles reduced 'aim sway' on semi auto weapons stance recoil only comes into affect when moving, or after the first shot (standing and tapping is now fine) manifest
oops
python skinnable manifest updated bunch of files
Diogo Teixeira
Fixed some destroyed/hidden objects reappearing under culling.lodcomp
Fixed construction parts disappearing under culling.lodcomp
Added instancing support to devWorldCoord shader
Merge from main /Unity2017.2
Fixed indirect reflections on hair shader
Alistair McFarlane
Fix for dark sign painting UI (attempt two)
Hapis progress /hapis6
Hapis progress /hapis6
Hapis progress /hapis6
Hapis progress /hapis6
André Straubmeier
Added UnityPackageManager to ignore.conf /Unity2017.2
2017.2.0p3 /Unity2017.2
FIxed NRE on decay entities without decay component /building_system_3
When placing monuments, don't accept the first placement that works but instead try multiple layouts and pick the best one /save154
Tweaked wall secondary stability socket volumes Added neighbour socket to low (1/3) walls /building_system_3
Prevent half height offset wall stacking /building_system_3
Adjusted neighbour sockets for roof side conditional models to properly work with half height walls /building_system_3
Added one missing half wall deploy volume /building_system_3
Rust.Data.dll /building_system_3
Merge from main /building_system_3
EAC SDK update
Alex Webster
Admire animations - adding more to DB
ptrefall
Force nav_wait to false in editor.
Vincent Mayeur
junkyard progress backup - heli parts prefab/colliders cleanup /junkyard
junkyard progress backup /junkyard
Damian Lazarski
Launchsite / fixed a small gap inside warehouses allowing bradley to shoot through /dungeon_art_8
gooseman
This commit has been marked private, so it is hidden
26 November 2017
Alistair McFarlane
Fix for sign painting UI been dark
Protection typo fix Phrases
24 November 2017
Maurino Berry
X is no longer placed low enough to require a crouch
phrases
Diogo Teixeira
Fixed culling always drawing gizmos (only on debug now)
Fixed disabling culling.lodcomp not restoring visibility on registered objects
Merge from culling-lodcomp
Fixed player preview alpha fade on inventory transitions
Added culling debug mask Added culling.lodcomp toggle to enable lodcomponent culling (disabled by default) Modified culling.debug to allow multiple debug filter states; 1=dynamic, 2=static, 3=grid, 4=all /culling-lodcomp
Merge from main /culling-lodcomp
Proper fix for player preview shaders
Alistair McFarlane
merge from main /hapis6
23 November 2017
Maurino Berry
merge into main
invisible player preview fix GEqual /hotfix1123
candlehat hotfix /hotfix1123
tree game optimization
skin approval
map fixes for mod support
bandana bullet protection halved headdress melee protection reduced by 20% fully body armor values are displayed properly implemented primitive box model
missing seed panel fixed explosive information panel player preview glow changes
small tree bounds fix
seed info panel
added weapon modification information panel fixed alpha blend issue with player preview when closing inventory menu
explosives information panel
compile fix
clothing arrow protection unified with bullet protection
armor information displays in crafting window
compile fix color change for overlay again
new armor info panel bone armor protects legs as well
Matt Isaac
Fixed some floating geometry on light facial hair 01 chin area. Tweak hair materials to have less specularity in shadow. More dye material presets. Re-enabled dark to use more than hairstyle 03
fixed floating geo on male facial hair 01 and added a bit more density on chin area, fixed wrong morph target order on female eyebrows, creating dye material sets
André Straubmeier
Fixed DecalRecycle and EffectRecycleLite not implementing OnParentDestroying (lol)
Updated conditional model test of the bottom roof piece /building_system_3
Merge from main /building_system_3
When saving, catch any exceptions inside entity serialization so the save coroutine never crashes
Diogo Teixeira
First pass adding occlusion culling to lodcomponent (meshLOD+rendererLOD, for now) /culling-lodcomp
Fixed crash on DrawMeshInstanced by using an empty material block /Unity2017.2
Merge from main /Unity2017.2
Added cap base color override option to hair dye
TAA alpha stabilization (player_preview)
Fixed TAA-induced alpha ghosting in player preview
Vincent Mayeur
junkyard progress backup /junkyard
junkyard progress backup /junkyard
junkyard progress backup /junkyard
Alistair McFarlane
Zoom tooltip fix
Player preview protection tooltips
radiation clothing information panel fix
Netting has larger ladder volume to allow climbing over frames
Spinner bug fix
Network++
gooseman
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
improved watersplash on rocks effect
tweaked a bunch of impact f/x
Alex Rehberg
tree bonus marker hit sound tweaks
Compile fix
Fix volume jump when a sound that's already fading out is told to fade out again Add ability to define falloff/spread/spatial blend curves on a sound by sound basis New tree sounds
22 November 2017
Maurino Berry
overlay colors
overlay mask for armor display
fix for quickcraft icon lag when looting players removed map update processing when the map was not even open (oops)
Diogo Teixeira
PostProcessLayer fall back to normal render path when TAA is disabled
Restored 2017.2 DXT5nm shader corrections /Unity2017.2
Merge from main /Unity2017.2
Subtracted 23863
André Straubmeier
Experiment: DontBecomeSolidWithPlayerInside no longer does anything
Cherry picking 23929
Cherry picking 23930
Cherry picking 23932
Merge from main /building_system_3
Removed occluder meshes from half wall building block (no longer required, don't cherry pick this) /building_system_3
Removed occluder meshes from building blocks (no longer required, cherry pick this) /building_system_3
Removed BuildPrivilegeTrigger from cupboard (no longer required) /building_system_3
Removed some super old obsolete "WorldItem_" components (all unused) /building_system_3
Removed PlaceSourceObjects procedural component (obsolete for a long time) /building_system_3
New entity socket finder checks all player building layers + the crater layer /building_system_3
Removed socket handle components (no longer required) /building_system_3
Removed construct vision trigger (no longer required) /building_system_3
Merge from main /building_system_3
Fixed proximity issue on foundations with walls /building_system_3
Manifest /building_system_3
Roofs now occupy the wall socket at their bottom end Made ConstructionSocket.DoPlacement all nice /building_system_3
Vincent Mayeur
junkyard progress backup - barbedwire progress - rusty tank /junkyard
Alistair McFarlane
Hapis progress /hapis6
Merge from main /hapis6
Body hover locations now scale correctly
21 November 2017
Maurino Berry
can hover over body part in inventory to see local protection removed a bunch of unused damage types from armor display can wear bandana with bucket helmet and wood armor helmet
compile fix
#if unity_editor
Diogo Teixeira
Fixed some hair materials not replaced when switching between player seeds Cleared a couple of heap allocs
Making sure we don't duplicate obj motion vec fix
Fixed eyebrow materials not getting replaced
Fixed facial hair 01 not showing Fixed non-TAA OpacityMask not hiding hair when set to 1
Assigned race hair sets to respective skin sets Removed hair dye variations for now
Add hair shader gui with copy/paste property buttons Added hair sets for each race Added hair dyeing (dark only for now)
Alistair McFarlane
Hapis progress /hapis6
Hapis launch site progress /hapis6
Removed APC from tunnels complex APC now spawns at launch site /hapis6
Vincent Mayeur
ugly ass solution for bulletproof window gibs
junkyard progress backup /junkyard
bullet proof insert model/gibs/collider
window bars are thinner on all tiers inserts
merge from main /junkyard
junkyard progress backup /junkyard
Matt Isaac
disabled eyebrow materials on non TSSAA, created separate eyebrow strand materials, condensed skin player asset files down to asian, light and dark female and male, (removed #01, #02, #all etc)
added hairstyle 3 male and female. tweaked materials on facial hair 2 to look better and reduced texture size, created skin tone hair presets and applied to players, made pubic hair darker and less contrasty, made female pubic hair smaller in general, WIP work on hair dye, setting up hair colour preset materials and skin tone specific
André Straubmeier
Eliminated the need for client side building socket colliders (better performance with building plan / deployable in hand) /building_system_3
20 November 2017
Maurino Berry
fix for tree minigame always going right and never left
tree minigame rotates each X less tree minigame X starts relative to the initial strike position rather than randomly tree minigame picks one direction to rotate never goes the other way
added bulletproof glass window insert
satchels that hit other satchels will attach to the first satchels parent instead of falling off timed explosives no longer act as garrys mod style thrusters on vehicles if a satchel becomes a dud it falls off the object it was attached to when it moves satchels that have fallen off their parent are always pickuppable ( no short fuse game)
tests /constructionanimation
Alistair McFarlane
Hapis progress /hapis6
Hapis progress /hapis6
Hapis progress /hapis6
Hapis progess /hapis6
André Straubmeier
Added Building.GetDominatingBuildingPrivilege /building_system_3
Manifest /building_system_3
Adjusted building block order in the radial menu /building_system_3
Added half height walls (needs new models) /building_system_3
Merge from main /building_system_3
FIxed editor NRE in PrefabAttribute when modifying certain prefabs
Merge from main /building_system_3
Foundations can be attached to other foundations with a half height offset Foundation and floor placement guides no longer jitter when attaching them to other foundations or floors /building_system_3
Diogo Teixeira
Subtracted disabled decal instancing; get it ready to merge when crash gets patched /Unity2017.2
This commit has been marked private, so it is hidden
Cherry picked 23872
Added channel description to nature/foliage shader biome mask label /junkyard
Vincent Mayeur
junkyard progress backup /junkyard
Matt Isaac
Skinned Reindeer Antlers and created icon and item prefab. Added Festive Door Wreath model and materials /ho-ho-ho
19 November 2017
Diogo Teixeira
Temporarily disabled decal instancing /Unity2017.2
More shader corrections for 2017.2 (DXT5nm) /Unity2017.2
18 November 2017
gooseman
This commit has been marked private, so it is hidden
17 November 2017
Damian Lazarski
Reindeer antlers headband lowpoly and textures /ho-ho-ho
Maurino Berry
tree smoke no longer loops
tree audio fixes
merge into main
don't do marker effect beyond 30m /treefalloptimize
merge from main /treefalloptimize
tree fall optimizations /treefalloptimize
André Straubmeier
Additional building proximity checks /building_system_3
Rust.Data.dll /building_system_3
Merge from main /building_system_3
New building proximity checks to counteract wallstacking / honeycombing exploits /building_system_3
Vincent Mayeur
junkyard progress backup /junkyard
TomButters
primitve loot box fbx update, now has a basic bottom
16 November 2017
Alex Rehberg
NRE quickfix
André Straubmeier
Merge from main /building_system_3
Sockets / constructions can check if they can connect to other sockets / constructions at a simulated position and rotation (before placement) Eliminated ConstructionLink, NeighbourLink and StabilityLink special cases (now all using EntityLink) /building_system_3
Diogo Teixeira
NRE fix in object motion vector
Another stab at fixing player/animal motion blur popping when swapping LODs (less costly)
Added configurable intermediate format for PostProcessLayer Fixed player preview background
Subtracted 23812; needs a better approach
Fixed sporadic edit-only error in PostProcessLayerEditor.OnEnable
Reduced TSSAA overhead
Lazy deferred decal draw queue/order
Maurino Berry
skin approval
tree minigame fixes
merge into main protocol++
code cleanup tonnes of minigame work tightened up all colliders trees give half their resources on falling disabled minigame on some weird small trees /treeredux
merge from main /treeredux
tree minigame /treeredux
PaulBradley87
Re adding mushroom changes /Flowers New/Mushrooms
Merging flower updates
Removed mushroom changes. /Flowers New
Other biome flower tweaks /Flowers New
New mushrooms (no lods yet) /Flowers New
ptrefall
Added convar to alter Navmesh Obstacle behaviour.
Animals should die less on spawn during server startup (if at all).
This commit has been marked private, so it is hidden
A bit more NPC tweaks.
Tweaked NPC attack offsets.
Dormant agency for NPCs support Dynamic Navmesh. Entity Query has special grid for player queries. Custom navmesh terrain mesh now respect nav_wait. Cleared some gc from AI systems.
Damian Lazarski
Candy cane club lowpoly and textures /ho-ho-ho
TomButters
Primitive lootbox fbx/materials/prefab/gibs/textures
Alistair McFarlane
Planter typo fix Phrases
15 November 2017
Alex Rehberg
Cave reverb tweaks Fix occasional attempt to unload music clips that aren't loaded yet Fix repeated phys impact sounds when objects get stuck inside something Failsafe for rare stuck bush rustle Fix song shuffling not kicking in before first piece of music plays
Diogo Teixeira
Fixed deferred decal gbuffer normal decoding
Substracted 23782
Fixed player motion blur popping when swapping LODs
Fixed hair motion vectors Fixed temporal-aa related hair ghosting in player preview
Added explicit specular control to hair shader
Alistair McFarlane
Beenie hat now deforms hair
Tree fall sound fixes
Workbench can no longer be locked (bug fix)
Damian Lazarski
snowball meshes and textures /ho-ho-ho
gooseman
fixed foot flipping around like pinball flippers when player was on stairs
Vincent Mayeur
junkyard progress backup /junkyard
junkyard progress backup /junkyard
Maurino Berry
nre fix
This commit has been marked private, so it is hidden
tree redux pt1 - falling trees explosions damage trees radiusdamage calls OnAttacked instead of Hurt protocol++
ptrefall
Double check that we have valid heightmap meta before running async terrain mesh generation.
André Straubmeier
Merge from main /building_system_3
EAC SDK update
14 November 2017
Vincent Mayeur
junkyard progress backup /junkyard
André Straubmeier
Building ID save / load happens in DecayEntity instead of BuildingBlock /building_system_3
Merge from main /building_system_3
Building privilege is emitted by all building blocks that are connected to a tool cupboard /building_system_3
gooseman
This commit has been marked private, so it is hidden
ptrefall
First pass on moving custom terrain navmesh source to Dynamic Navmesh.
13 November 2017
Damian Lazarski
Rocket factory / fixed walkway LOD's /dungeon_art_8
Rocket factory / made walkway textures more rusted / fixed lighting bugs / opened additional stairway doors / opened up another window /dungeon_art_8
Rocket factory / Fixed Lodding issues / added lights to mark usable doors / added broken windows near makeshift walkways /dungeon_art_8
Optimized rocket factory walkways geometry /dungeon_art_8
André Straubmeier
Only move building to new ID if it was split, not whenever block is removed When placing block, refresh building ID only if connected blocks mismatch /building_system_3
Diogo Teixeira
Fixed morph cache mesh overallocation Added debug.morphCacheMem to display morph cache memory footprint
Downscaled a few textures
Fixed recurrent GC alloc in SelectedBlueprint.Update
Fixed recurrent GC alloc in TSSAA
Commented world model check in GetFootPlacement (gc alloc)
Fixed beard sometimes not showing
Alistair McFarlane
North loot tweaks /hapis6
Northern snow and ice work /hapis6
Vincent Mayeur
junkyard - base scene setup and autospawn prefab /junkyard
merge from main /ho-ho-ho
deco for door and windows, models/gibs/prefabs /ho-ho-ho
Alex Webster
Admire animations - adding to DB
viewmodel prefab update - removed 'apply root motion' from animators
11 November 2017
Damian Lazarski
Removed blocker from Rocket factory staircase /dungeon_art_8
Rocket factory stair colliders / LOD settings /dungeon_art_8
10 November 2017
Maurino Berry
protocol++
This commit has been marked private, so it is hidden
ptrefall
Minor fix
Allow changing to nav_disable at runtime to stop all AI ticking.
Damian Lazarski
Rocket factory layout changes Added makeshift walkways Replaced some of the lifts with staircases Material tweaks to make the area easier to navigate Added interior lights /dungeon_art_8
André Straubmeier
AntiHack.Log only prints to server console on debuglevel 2 or higher
Forgotten UnityEngine.Profiling
More server profiling
Server profiling tweaks
Alistair McFarlane
Hapis northern snow work /hapis6
Diogo Teixeira
Fixed water shore flickering when TSSAA is enabled
Second attempt at a black sludge fix
This commit has been marked private, so it is hidden
Moved most postprocess stack shaders back to original folder to allow local builds
9 November 2017
Diogo Teixeira
Merge from zoom-fix
TriggerRadiation patch /zoom-fix
Fix for black sludge in TSSAA /zoom-fix
Fixed zooming in non-TSSAA modes /zoom-fix
Fixed NRE caused by post process stack v2
Fixed hair not deforming back when removing hats
Forcing target 3.0 on TAA's CopyStd.shader Fixed male facial hair 2 not replacing both materials
Forcing project settings update/reset
Fixed post process stack v2 modifying player defines
Temporal AA now default (convar reset) Player preview now uses temporal AA
Upgraded temporal anti-aliasing to PostProcessStackV2
Fixed morph cache not dirtying on setup
Fixed male eyebrows on female Renamed deformHair flags to reflect actual hat/helmet names
Added male facial hair 02
Merge from hair-impl
Added facial hairstyle 2 to male set Fixed some hair prefabs /hair-impl
André Straubmeier
Update building ID when buildings are merged / split Added extended building API to BuildingManager Added building ID to DecayEntity (for upkeep) /building_system_3
Maurino Berry
crossbow/bow no longer have stance recoil skin approval
old benches can now experiment nre fix
phrases
added experimentation to workbenches can use blueprint if in storage container oil refinery cheaper searchlight cheaper medkit cheaper miner hat cheaper chainlink cheaper prison cheaper double metal cheaper arrow default grill cheaper protocol++
Matt Isaac
added correct materials to male_facial_hairstyle_02 material swapper
Fixed material order and made chin geometry look better on facial hair styles 1 and 2, made pubic hair caps look better on non tssaa, tweaked hair strands material and male and female hair styles 2 to look better non tssaa.
Alex Webster
prefab error fix for hammer & rock vm
ptrefall
Navmesh Link transition improvements and other misc AI tweaks.
PaulBradley87
color/value/harmony tweaks /Flowers New
Alex Rehberg
Nailgun shot tweaks
Garage door sounds
8 November 2017
Diogo Teixeira
Fixed hair deformation on a few cases Set up hat.burlap.wrap for hair /hair-impl
Latest from main /hair-impl
Fixed server compilation Updated manifest
Merge from hair-impl
Added hair deformation and removal flags to all(?) head wearables /hair-impl
Merge from main /hair-impl
Finished hair removal and deformation code /hair-impl
Merge from main /hair-impl
Fixed culling edge case + extra debugging
Maurino Berry
nailgun no longer damages wood structures nailgun nails stay in world and are retrievable
This commit has been marked private, so it is hidden
gooseman
tweaked a bunch of 3rd person player animations ( shoulders / elbows look more natural )
nail projectile
Alistair McFarlane
Hapis iceberg loot /hapis6
More iceberg progress Slightly more snow ores /hapis6
Hapis icebergs /hapis6
Northen Hapis more cold, icelakes and icebergs prep /hapis6
Item description updates and fixes Phrases
Sulfur collectable layer fix Wood collectable layer fix
Alex Rehberg
Nailgun sounds
Matt Isaac
added facial hair style 2 to hair-impl /hair-impl
Merged hair to hair-impl tweaked materials and textures, vertex lighting etc /hair-impl
PaulBradley87
Moved to new branch. /Flowers New
This commit has been marked private, so it is hidden
Tweaked Flower sizes, colors and patch density to look a little more natural /save153/Flower Tweaks
Vincent Mayeur
scale tweaks /ho-ho-ho
tree and deco colliders + gibbables prefab setup for deployables and world models /ho-ho-ho
7 November 2017
André Straubmeier
EAC SDK update
Diogo Teixeira
Updated candle hat prefab with deformation flags /hair-impl
Wearable based hair deformation (wip) /hair-impl
Syke! removed balds Eyebrows and facial hair now properly adjusted to face (morph cache) Replaced eyebrow and facial hair meshes with matt's fixed versions /hair-impl
Added steamid-based hair piece randomization Added bald/remove option /hair-impl
Hair piece collection now assignable per skin/race set Adjusted hair sets folder to reflect changes /hair-impl
Merge from main /hair-impl
Added hair sets player model and ragdoll prefabs Hair piece replacement/removal /hair-impl
More wip /hair-impl
Vincent Mayeur
tree decoration models, individual world models files, textures /ho-ho-ho
Alex Webster
Double shotgun worldmodel update, material settings changed
6 November 2017
gooseman
updated the nailgun prefab with Tom's LOD models
Alex Webster
viewmodel skinning update for SAR & Eoka
Diogo Teixeira
Fixed culling in glcore Fixed dark viewport in glcore / all platforms Fixed compilation warnings
Fixed server compile
Merge from main /hair-impl
Merge from culling-noprepass (everything's occluder now)
Fixed a few false negative cases + more accurate screen-space bounds Sparse grid cells no longer grow Added grid and screen-space bounds to debugging Added distance fade and ztest toggles to ddraw line and bounds /culling-noprepass
first attempt at removing occluder pass /culling-noprepass
Alistair McFarlane
Flame turret can no longer be locked (bug fix)
3 November 2017
André Straubmeier
Linux server EAC fix
Network++
Vincent Mayeur
added models/textures /ho-ho-ho
Diogo Teixeira
Attempt at fixing potato mode snow-related shenanigans
Fixed agressive water flicker in planar terrain when TSSAA is enabled
Minor water tweaks + downscaled caustics textures
TomButters
Changed Nailgun material
2 November 2017
André Straubmeier
World Serialization++
World Serialization++ Network++
Merge from save153
Merge from main /save153
Increased precentage of the map that belongs to tier 2 slightly /save153
Manifest /save153
Save++ /save153
MonumentInfo.CheckPlacement fix when multiple tiers are selected /save153
Lighthouses are actually set to tier 0 Harbors are actually set to tier 0 / 1 Reduced supermarket + gas station count Reduced minimum distance between large monuments Updated bounds on most monuments /save153
Fixed startup NRE from disabling halloween content (subfolder issue) /save153
Diogo Teixeira
Merge from main /hair-impl
Changed to cleaner approach; wip /hair-impl
Fixed cave blend4 material shading below level 300
Fixed convar component warnings
Removed deprecated lso component from camera
Damian Lazarski
Slightly tweaked icesheet coliders to fix feet not touching the ground
World Serialization++ Network++
Iceberg/icesheet scene2prefab
Added prevent building volumes around iceberg boats Slightly reduced decor icesheet decor radius Added more terrain filters to larger icesheets to prevent overlaps
Adjusted trigger size in military tunnels to stop them from poking out of terrain
Merged last changeset from save153
Further simplified icesheet colliders /save153
Fixed snow mound_d lacking a collider /save153
Fixed collider issue on ice_sheet_b /save153
Maurino Berry
removed halloween sounds.. I think
This commit has been marked private, so it is hidden
disabled scarecrow/skull pit purchasing :( skin approval nailgun nails are slightly more expensive
nailgun workshop icon minor balance /save153
disabled halloween content nailgun cost/craft time balance /save153
network protocol++ /save153
launchsite bounds /save153
crate logic always spawns 1 component with 40% chance of wb item instead of either or /save153
supply drop always drops atleast 2 weapons, 2 armor pieces, and ammo shotgun trap added to trap loot table /save153
added 'basic' wood loot boxes to supermarket/gas station/warehouse military tunnel spawns 2 elite crates in the center /save153
rebuild plugins /save153
merge from main /save153
nailgun balance
nails icon
nailgun baseline
gooseman
tweaked nailgun animations setup the nailgun ammo material
tweaked smokepuff for nailgun
This commit has been marked private, so it is hidden
nailgun prefabs
ptrefall
Update to NPC Player Think.
Alistair McFarlane
Hapis fix
taylorreynolds
hide pants, shorts & gloves skinning updates
Updated skinning on tshirt
Improved geometry and skinning on wrists/elbows Haircap geometry is consistent across all male/female heads Toned down scaling on some bones Fixed player preview sometimes blinking backwards Added more variation to dark skin colours Possible fix for neck skinning problem on asianmale03
TomButters
NailGun Materials
1 November 2017
Damian Lazarski
Simplified icesheet coliders /save153
Increased iceberg and icesheet density /save153
Removed random destroy script from abandoned ships /save153
Icesheets/icebergs scene2prefab /save153
Optimized icesheet colliders Added renderer and collider batching to icesheet prefabs /save153
Fix for iceberg_6 colider error /save153
Frozen shipping container prefabs /save153
A bunch of iceberg mesh fixes Fixed stretched uvs Stopped large icebergs from culling /save153
Iceberg material tweaks / heighmap tweak /snow_biome_revamp
Added terrain filters to icebergs/icesheets to prevent them from spawning on the beaches Some more scene tweaks /snow_biome_revamp
Diogo Teixeira
Hair sets + piece descriptors Updated hair prefabs to match skin naming format
Derive tangent basis for layers using uv1 (e.g. blend4-way) /snow_biome_revamp
André Straubmeier
Added inspector warnings when trying to add the runtime-only batching components to prefabs /save153
Merge from main /save153
EAC SDK update
This commit has been marked private, so it is hidden
Added padding topology (edge of map) Adjusted iceberg and icesheet spawn rules and prefabs /save153
Fixed players sometimes spawning in harbors /save153
Removed sand from arctic coastline Adjusted offshore topology Added icebergs & icesheets (test) /save153
Merge from snow_biome_revamp /save153
Adjusted biome distributions /save153
Fixed that ice lake 3 was rarely spawning Improved ice lake 3 terrain blending /save153
When creating a new terrain, store its data maps uncompressed (Unity 2017 regression) /save153
Removed incorrect topology script from rock_med_c forest decor prefab /save153
Monuments only spawn in parts of the map that belong to their tier Added bounds to MonumentInfo (have to be fully inside the monument tier) /save153
Merge from main /save153
Monuments default to "all tiers" on their MonumentInfo component All remaining monuments (like caves) spawn on all tiers
Alistair McFarlane
Merge to save153 /save153
This commit has been marked private, so it is hidden
Bradley unstuck /Hapis and Savas update
Maurino Berry
merge from main /save153
candle hat default blueprint metal window bars cheaper to research
added stance modifiers, less accurate when standing, even moreso when moving same accuracy as before when crouching added loot tier types to monument info Warehouse tier 0 Gas station tier 0 Lighthouse tier 0 Supermarket tier 0 Harbor tier 0 and 1 Airfield tier 1 Satellite dish tier 1 Dome tier 1 'Radtown 3' tier 1 Trainyard tier 1 Water treatment plant tier 1 Launch site tier 2 military tunnels tier 2 Powerplant tier 2
Vincent Mayeur
splats /secret_bunkers
secret_bunker_1 scene setup & files /secret_bunkers
secret bunkers hatch and frame models, textures & prefabs /secret_bunkers