125,911 Commits over 4,171 Days - 1.26cph!
move colorpicker to separate assembly, refactor some jank third party code
Balancing forces like a fckn seesaw
Target takes priority
Avoidance is second unless its too close
Wander forces as third
Fix chainsaw hit sounds not playing in first person
First pass on dynamic nav obstacles
merge from naval_update -> deep_sea
merge from main -> naval_update
merge from lop_entity_spawn_time -> main
Add `logentityspawntime` admin convar to print out spawn times on client
- use `logentityspawntime_min` to control the minimum spawn times that are logged
Fix accidental negative collider on sail post
halloween floorpaper setup and wip textures
Fix getting stuck in the wander state if we exit seek without reaching our target
Make sure to not ignore non terrain colliders that aren’t oil rigs when generating the path
Update: UI_Store - drop UI_StoreItemOverlayPage references
- resaved prefab
Doesn't help with reducing RAM pressure, but allows us to take the next step of dnyamically loaded/unloaded bundles.
Tests: Went to Abyss page in Editor. Built standalone, took a memory snapshot from main menu - offending assets still there
merge from fix_tags_levelurl -> main
Include level url in server tags
Prepare migration of entities currently having a navObstacleComponent
Static versions of deployed/world model props, replaced in scene
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Plays the correct third person deploy sound
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merge from naval_update/deep_sea
Added IClientComponent to CullWhenInside so they never spawn on the server
Set floating cities as non global broadcast for now so entering the deep sea doesn't take 2 working days
We'll have an HLOD anyway
floating city 2 layout update, connected most barges and piers together
Update: FileSystemBackend.Load<T> - option to skip caching of loaded asset
Using this to try to avoid caching of store assets
Tests: opened and closed Abyss page a couple times with DB backend
Harmonised plywood across scene, added another plywood variant
merge naval_update to cannon_code
fix Adobe Building Skin token
Fix mouse aiming with the cannon
Give new state in player anim controller an empty clip with a better name, makes it easier to override per override controller
decal_birdcraplarge added
Reduce placement height of hull pieces so you can exit the water onto them.
Clean: reorganize UI_Store.CloseStoreOverlayPage
- added a todo to revisit
Tests: none, trivial change