126,614 Commits over 4,171 Days - 1.26cph!
floating_city_floating_walkways_B set dressing cleanup (floating and colliding objects)
fixed power_generator_c prefab collision being too small, used a box instead of mesh as that suits
Fixed mess table static prefab not being mountable
Fixed BaseVehicle inspectors not drawing the BaseEntity manifest info buttons
Update: don't open first tab during UI_Store warmup
Helps avoid early bundle loads
Tests: interacted with the store in editor
Bugfix: fix NRE when clicking packs on DLC screen
- DLC screen now uses path proxies for prefabs
- also fixed database backend not tracking release refcount properly (funny I made this mistake twice >.>)
The overlay prefabs are assigned to ui/store.bundle, which when unloaded breaks the stored reference.
Tests: in editor navigated to dlc page and tried clicking on all tiles - all opened as pages
Fix cannons using the wrong dismount points when on a boat
fixed BP fragment clipping inside desk at air field
s2p
sewer banch BP clipping fix
sewer branch BP single pickup fix
s2p
fixed excavator coal_pile out of terrain on certain seeds
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Reduce cannon ball damage
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Fix missing boat building station deployment mesh
Removed MonumentInfo component from floating city 1 and 2 scenes
Update: activate path proxies for UI
- fix a bug with UI_SteamInventory using released textures
This CL breaks prefab and texture dependencies. Going to validate standalone next
Tests: using bundle backend, interacted with store in editor
merge from filefix, fixed the erroneously commited files (ground plants etc)
fixed erroneously committed files
boat building station collision mesh + prefab update
adjusted rpg incendiary ammo model rotation
replacing outboard motor hierarchy scaling with mesh import scaling
RPG7 - updated blockout mesh
Removed monument info on floating city prefab. Its landmark was being added to TerrainPath and isn't cleaned up when the floating city is killed by the deep sea wipe, causing NREs later
Also added a null check in MapView.SetupMonuments
updated strair block pivots to be centered on block
created convex box colliders and prevent movement collider, gibs bounds updated
exported small engine anims
Fixed rain not working in deep sea because of thunder not being deep sea aware
(Effects still not working as they are spawning 500m up in the sky)
merge from Charity_plushies
Merge from cannon_improvements
Fixed deep sea weather state sharing the same instance as the main island weather state
Update: resave assets for ui/store.prefab
- Still contains both path proxies and original objects, in case I'll need to chase up some sort of desync in upcoming test
Tests: activated proxy path code and tested in editor(by inspecting prefabs and ensuring they assets) and non-bundle playmode(by going through a bunch of tabs in store)
Bugfix: avoid closing already-closed page
This fixes an issue where we tried to unsub from dynamic bundle without loading it first
Tests: started in editor and navigated to shop
Buildfix: get rid of dead code call
Tests: editor compiles
Bugfix: path migration fixes
- get rid of UI_StoreItemOverlayPage paths, since they're not used atm and might not be needed
- make sure Takeover's page prefab gets assigned the right bundle
supplies barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes
merge from store_atlases/v2
Fixed some store blurry icons
Update: overwriting all modified assets with copy from main
Tests: none, will upgrade them next
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