137,086 Commits over 4,474 Days - 1.28cph!
Change from hover to show the inventory contents to a button top right that expands the loadout to show the inventory items
- the hover panel was awkward when you had tons of loadouts on screen
- controlled with convar "loadoutinventorypreview"
Fix scientists not spawning in some areas
merge from editor_fix_cpu_affinity -> main
Fix cpu_affinity not working in the editor
- manually grab it from the command line if provided and run it
Show a preview of the items in the main inventory of a loadout when hovering over it
merge from fix_serverport_editor -> main
Cleaned out old ground plane
Sat remains improvements.
In the editor use server.port for the connect command (if you didn't overwrite it) so you can run multiple editors on different ports
- much easier than overwriting the connect command & initialization commands inside GameSetup
Fix waiting for navmesh check on island being inverted (only trying to spawn scientists when no navmesh is there)
Prevent ghostships from checking mainland navmesh
Added blocksRaycast available for all CUI graphic components (included in PR 92)
Use CanvasGroup fade routine when it's being created and faded-in
Rename puppet mode to Sandbox, add hierarchy view + inspector panels, you can also add lights from the hierarchy now.
merge from fix_itemmanager_domain_reload -> main
Fix ItemManager not resetting it's newer static fields
- caused NRE when entering certain scenes with SkipDomainReload enabled
- Fixed time of day keyframes flickering when scrubbing the demo
- Fixed developer console rendering under demo2 ui.
- Allow typing values into demo options sliders by double clicking.
- Re-open options when toggling UI
- C key now cycles between the modes (the help menu)
- Bump up max blur slider.
- Tooltips (i did a bunch, i'll add more in the future)
Fix NRE in FinishLoadingRoutine
Remove debug logging "Debug.Log("Hit client yield");"
Fix attempt for the flaky rocket splash tests, added damage tolerance for blocks taking very low damage due to physics not being deterministic
merge from fix_elevator_button_restart -> main
Fix elevator buttons not working after server restart until the elevator is used
- store elevator floors as EntityRef and only resolve them when building radial menu
- remove TopFloor from being networked (keep proto field) as it wasn't used for the final radial menu implementation
Additional potential UI state/race fix
Merge from satellite_crash
Fixed a tricky save/load bug for non-locked in targets.
Also removed some specific-player control tracking that we don't need any more.
fix darts animationevent tag
fix airfield having 2 duplicate doors at the bottom
S2P for airfield
fix watertreatmenttank.debug_wtp_pressure convar not printing to args
fix manifest missing wtp & gas station entities
merge from fix_bag_nickname -> main
Merge from satellite_crash
Merge from PlayerMaintainedMonuments
Maintained monuments related .meta changes from running manifest
Restore changes to large Oilrig
Run testlists, codegen, localization
Merge from playermaintainedmonuments
Change from Property -> Method so it's more clear it's doing work