126,879 Commits over 4,171 Days - 1.27cph!
higher drag for boats with no thrust-providing sails, calced infrequently
merge from deployable_cannon
Update: remove extra CacheBundleIcons calls from store tabs
Previously were needed because tab could open before the store - since it was fixed, it's unnecessary
Tests: navigated to store tabs - no errors
character offset animation update for cannon
Clean: StoreItemGrid.Warmup -> OnOpened
Review feedback pt 2
Tests: none, trivial change
Horrendous merge and wip conflict resolving. I've definitely broken stuff
Clean: rename WarmupIcons to CacheBundleIcons
Review feedback pt1
Tests: none, trivial change
merge from deployable_cannon
scale sail thrust while lower/raising for smoother transition and less jerk
adding LODs for barrel and base cannon prefabs
Cannon anim export update
Blueprint fragments are now a component rather than a resource (no longer requires BP fragments in repair costs)
lighting pass on floating walkways docks
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All Catapult ammo fires further (SO GOOD)
catapult now reloads 3 seconds faster (WOW!)
catapult crafting reduced by 1 gear and 1 rope
battering ram sheet metal cost reduced by 2 (DAMN YOU GOT TO USE IT NOW)
Balista reduced by 1 gear
Propane explosive bomb deployed and thrown damage increase, slightly (USE ME)
Bee bomb reduced by 1 bee grenade
ballista.bolt.incendiary low grade fuel reduced by 10
Pitchfork bolt reduced by 100 wood
merge from charity_plushies
hook into construction guides, configurable backface blend, neutral material
Play recoil anim on the mounted player model, push up missing protobuf files
Clear one shot layer once the clip is done playing, add a full body mask.
Sync mounted player references to clients
- New turret setup
- Can now mount turret
- Server inputs passed as normal through the seat to the mounted weapon
- Can setup the mounted weapon with any in game BaseProjectile weapon (m249 for now)
- Backend like the attack helicopter gunner, echo out server movements to the client
- String pool gen
- Manifest
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
Add a third submission mode to indirect instancing which works through `Graphics.DrawMeshInstancedIndirect` and avoids copying to a command buffer.
Enable `indirect_instancing.command_buffer` to switch back to the old way.
spacing out light sources more evenly on floating walkways prefabs
merge from modding_custom_vitals -> main
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)