126,191 Commits over 4,171 Days - 1.26cph!
Disable workshop voting buttons when creating a skin
merge from fix_client_server_fields -> main
Fix fields that escaped the first time
- SpacialBiomeFog
- VolumeClouds
Update: break ItemStoreTakeover links to sprites
- Added warmup-cooldown to relevant UI screens
Doesn't work correctly - menu spawns, but uses wrong assets. This is due to warm-up logic running before storetakeover warmup
Tests: navigated to Store and Inventory pages. Inventory is okay, but store is derped
- Finish objectives for oil rig mission, assigned as new available mission from Outpost scientist
- Optional objectives are now prefixed as optional in the mission preview conversation dialogue
- Fix some issues with new reward choices
- Remove ShowIf attribute, was not working well enough across the board
- Add TryGetEntity to EntityRealm, works like Find but a little neater
Additional types
- UI_Hero_QuickJoin_Entry
- UI_Hero_Store
- UI_ServerBrowserPage
- UI_TutorialModal
- UI_SkinViewerControls
- UI_Store
- UI_WorkshopItemList
Teleporting on the map via enable_marker_teleport while having the underground map layer selected will now attempt to teleport you to the deepest valid position (train tunnels, caves etc.). Falls back to regular behaviour.
Fix serialized fields defined inside SERVER or CLIENT causing reimports
- HotAirBalloon
- Client
- Projectile
- InstancedDebugDraw
- AutoTurret
- PanelLight
- SpatialBiomeFog
- VolumeClouds
- WorkshopWeather
- FPSLogger
Missing plank item changes from earlier
Add support for spawning the new scientists, but lets stay with the old ones for now
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Swap avoidance Physics.Spherecast to GamePhysics.TraceAllUnordered, should be a bit more reliable
Further simplification to avoidance code, not 100% sold on it so im commenting out for now
Replaced the original wall collision mesh rather than importing a copy so I dont break static wallls using the original. Tests fine in editor on deployable and bandit town walls
Make the cannon handle spin depending on the height of the back block, raise/lower the back block as the cannon rotates
Replace old model with the new LODed model.
Adjust: cannon hand IK, pitch clamping to fix the cannon clipping into itself, mount anchor offsets.
Update: UI_StoreTakeover.AssignStoreBundle utility to assign it's icons to ui/store.bundle
- Ran Assign Store Bundle on all takeovers
Tests: inspected meta changes
Speed up motion list execution 30x by caching matrices and checking them for changes.
Update: ItemStoreTakeover - stores paths to icon textures
- Updated StoreTakeoverDrawer to visualize sprites from paths instead of ItemStoreTakeover fields
- ran update paths on relevant prefabs
Not decoupling sprite fields from ItemStoreTakeover just yet - gonna do it as a separate submit
Tests: interacted with prefabs in the editor, confirmed that it's rendering correct images and paths are present
merge from deployable_cannon
Suppress warning in prefab preprocess for when we're running in CLIENT and SERVER, otherwise it shows up as unreachable code.
Rework cannon reloading:
- Don't start reloading if we have no ammo
- Cancelling a reload restarts reload progress
Fix NRE when shooting ballistas and canons
fixed missing blueprint fragment world model outlines
Toggle all the cart button animators when the store is not visible
Fix tile being added on background thread instead of main thread after refactor, fix tile being added twice
Advanced BP fragment typo fix
Updated hackable crate loot table, more variance
Reduced slots, dynamic loot container
Added title
Sails and anchors can not be raised or lowered during boat building.
created 3p chainsaw idle breathing anim and applied to its override controller
Added debug.printanimators to print the status of all the animators in the scene
Use timers for anchor/sail