126,062 Commits over 4,171 Days - 1.26cph!
Don't keep count of processed transforms, they no longer vary. Reset pendingTransforms to avoid domain reload issues.
Restored missing assets on exhibit decor pack and floorpaper pages
meta_shift/loot -> meta_shift
merge from burst_1_8_25/determinism
- brings erosion determinism and some jobified heightmap/topology sampling determinism
Add import/export/reset buttons under the preview crosshair
Reset button loads default crosshair settings
water treatment plant puzzle update
s2p
updated trainyard puzzle
s2p
powered_water_purifier_pickup_fix -> main
Fixed not being able to pickup the powered water purifier even when its empty
Fixed jungle building skin sprite atlas not referencing the right folder
Fixed bad merge on UI_Settings.cs
browser_scroll_bug_fix -> main
sewer branch puzzle update
s2p
Some more changes to try and get browser scrollview to work properly
Bugfix: fix UI_Takeover overriding with null values
Tests: ran in editor
merge from menu_warmup_fixes
Compressed some ui assets, fixed some refs
Fixed some texture refs not using sprites
Fixed soundtrack dlc page still referencing some assets
updated silo puzzle, adding blueprint fragment spawner - will revisit as this puzzle setup is strange
s2p
military tunnel advance fragment spawner
military tunnel puzzle should now ignore players above ground pausing the reset
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Removed mipmap on more store stuff
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launch site puzzle advanced fragment spawn
added advanced blueprint fragment pickup entity
s2p
Flags can now be raised and lowered.
Initial animation controller, states, transitions, params.
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Optimize query vis job runner:
- Enable burst on existing query vis jobs
- Don't immediately complete jobs, let query vis be delayed by a frame.
Added mountable versions of seats and replaced static ones in floating city (WIP)
hurt_overlay_nvg_fix -> main
Dont show the hurt overlay if we have NVG's on. This is because the hurt overlay would brighten up the NVG effect - letting you see more. This would give an advantage to people who have NVG's on.
airfield fragment puzzle spawn setup
Hack: skip explicitly loading ui/store.bundle at boot
Using this to check if we no longer have a bunch of media textures loading in. Memory Profiler shows -87 textures/-1.2GB loaded. Need to implement dynamic bundle loading, and see if it breaks anything else.
Tests: memory profiled a standalone client. Couldn't get to Abyss page (but that's expected).
Update: assign UI store overlay page prefabs to ui/store.bundle
- Ensure when we generate bundles, we chuck the assigned assets to ui/store.bundle
Tests: generated bundles, used bundle mode in editor and was able to navigate to the Abyss store page.
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test_generator_more_snapping_fixes -> main
Fix weird collider on test generator
Fix weird deploy volumes on test generator
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