128,095 Commits over 4,201 Days - 1.27cph!
Cannon deployment improvements/fixes, works nicely with cannon wall.
Enabled pickup for cannons.
ValidBounds checks cleanup
Smalle engine deploy guide fixes/no collision.
Fixed IsInsideOuterBounds returning false when in the deep sea, bricking all LOS checks
Finish building from steering wheel now shows the same error messages as when trying to finish building from the station.
RPG7 - updated viewmodel and textures, added worldmodel and LODs
Progress & proper hierarchy structure on 3
IBoatPropulsion compile fixes
Jobify the damage region scanning for instance data
Small engine can now be picked up
Revert cannon prefab to before it exploded
Fixed broken material on roof_support_a_end
Added culling volume to casino interior lights
Bugfix(editor): StoreBundleTool - handle invalid paths
This can happen if the serialized path now points to renamed or deleted resource.
Tests: none, don't have a case like that right now.
Hide reamining, non-deployed, required category item icons in boat building UI if one item has already been placed and only one is required. Eg, hide engine in UI if one isn't placed, but a sail is.
Update(editor): StoreBundleTool - stage timings emit volume of work
Makes it easier to confirm if it's doing anything when there are no dirty changes
Tests: ran the tool
Clean(editor): remove Tools/Menu2
Checked both the editor pref by variable and by value, they're not used anywhere
Tests: none, trivial change
Fix deployment warning for BBS
Update(editor): StoreBundleTool - scan scriptable objects
- fix assembly scanner skipping public fields if it's type is nested
Tests: created a dummy scriptable object, ran a scan - it got picked up
exported updated vm rpg skin rig and anims
Reduced number of point light on all string lights prefabs
Cleaned up the lighting setup in the casino and setup Light At Time groups
Disabled shadow casting on all casino light except one
Static prefabs for trophies used in the casino
CH47 rusty material variant to better match the rest of the environment
Various minor tweaks
- Add mission relating to underwater labs, given by fishing village Divemaster
- Some small improvements to existing Divemaster dialogue
- Fix dialogue graph node connections not being deleted with the node
- Add string identifier field to mission event payload
- Dialogue graph now saves before closing due to an assembly reload
- Fix NPCMissionProvider releasing the wrong list to pool
Some fixes for the boombox as it relates to the new mission:
- Boombox play phrase no longer refers to a cassette tape if there is no valid tape inserted
- Microoptimizations to boombox distance checks
added fuel storage/consumption to boat engine
merge from ui_overhead_optims
Removed the text caching in UI_Page again, OnCanvasHierarchyChanged already unregister child texts of disabled canvas
Fixed settings dropdown being enabled during init, not needed
Updateeditor): StoreBundleTool - activate bundle assignment code
- removed extra logging
Tests: editor compiles
TMP_Text now checks if the cached canvas is enabled before registering itself
Fixes texts being registered when enabled in a disabled canvas
Added documentation + tips button that opens link to the wiki
Update(editor): StoreBundleTool - scan for already-assigned-to-bundles resources
- fixed timer reporting invalid times for sections of code
Tests: ran it, doesn't find any diffs with my manual assignments from last month
Added ui.printTexts to debug the active dynamic texts
Editor tool to find and remove incorrect / leftover entity tags
Show required propulsion items in boat building UI
deep sea specific ocean materials, tropical shore only in deep sea
Update(editor): StoreBundleTool - add proxy path scanning from existing prefabs
Tests: ran the code, checked some of the paths. gotta implement comparison to fully validate
Improved UI for bulk import and download buttons
Rename error Invalid_NoSails to Invalid_NoPropulsion
Fix for "Cannon deployment guide incorrect"
tropical shore fade range