127,214 Commits over 4,171 Days - 1.27cph!
BBS prevent building tweaks.
Setup prevent building for sails, stop them being spammed together.
First pass floating city variant 3 (walkways and flow still WIP)
Map markers spawning in the deep sea get their global network behaviour assigned to deep sea
MapView minor cleanup
remove red keycard from silo monument
s2p
Hatchet variations set up
player update 3p mingun anims exported
First pass of map marker for the entrance portal
Prevent boat building stations from being placed overlapping.
added ziplines and rope ladder to floating city 4 layout to provide easy and quick way down the casino
reduced ziplines slack value, 4 was too high for most conditions
Add component to floating city prefab and deep sea island prefab
Switch from unparenting every entity spawned in the deep sea to using a EntityParentSettings component to ocnfigure detaching children after spawn & skipping running DisableInternalCollisions()
- using separate component so we avoid reserializing every entity prefab for now
Drop context resolution 12 -> 8
Still gives us plenty of data but saves 4 rays
Swap AIDriverUpdateAction InvokeRepeating to InvokeRandomized so we dont flood the thread
Run every 100ms rather than every frame
naval_update/gun_turret -> naval_update
naval_update -> gun_turret
Apply changes to default prefab
Make turret entity invinsible
Position changes
Rename internall turret seat
Move aim position
Manifest
Interpolate server states with IGenericLerpTarget, thanks Bill!
Fix cannon rotation being independent of the boat when turning.
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.
Swap yaw/pitch sync vars over to a single ServersideMountedWeaponSnapshot syncvar
Fix more rotation issues, offset the parent correctly
Point guns in the correct direction
Spawn 2 50cal guns for the dual version and point both slightly inwards to rotate towards the same forward
Ensure you cant loot the front turret ammo (this will be used by NPCs for reloads)
Merge from monument_notification_sounds
Fix issues with oil rig sound notification prefab
fix flexelement issues with screen resizing
Add floating city to "Scenes/Monuments/" menu in editor
merge from disable_island_parenting -> deep_sea
Pushed a debug change by accident
Portal spawns within valid bounds
Vehicle whitelist cleanup
don't update steering wheel sounds when out of range
use TimeSince instead of incrementing a timer for steering wheel sound stop delay
Added favourite colours controls for painting, with convar support to create up to 10 (default 3)
- this was sorely needed with the addition of the colourpicker
Unparent all the child entiites on the deep sea islands so they only network when up close
- simplier and easier than dealing with inheriting network groups
Consistent mat_monitorgamma convar flags
Adjust formatting of VRAD usage info
* Give more context to -SunSamplesAreaLight
Fixed Menu Lua errors when creating presets
* Due to recent changes to main menu internals
Fixed crashes to do with a certain broken demo file
Improve invalid model detection
Make `gm_spawn` only work for .mdl files
util.IsValidModel returns false if extension is not .mdl
Better warning for "Unknown read error 38"
merge from mesh-guide-shader-improvements (several fixes)
remove most junk from elite crates
fix construction guide flickering from rendering multiple LODs on top of each oither
Update: Initial rewrite of the analytics core
- Only implements NullUploader, I'll implement actual uploaders after tests are good
- Added basic tests for it, but they don't validate anything - that'll be next.
- Renamed existing AnalyticsTests.cs to Test.EventRecord.cs (+ internal rename) - those tests validate EventRecord serialization
Goal is to use one implementation to cover needs of both Client and Server. Got the basics done, need to add telemetry to be able to test better, support EventRecord pooling and implement the existing uploaders.
Tests: ran new unit tests
Fix nothing rendering for real this time.
fix some missing guides, render alpha cutouts
Try a holistic approach to detect entities that can trigger a navmesh rebuild, remove component on foundation and barricade, fix navmesh not being rebuild sometimes after entity gets destroyed (collider still detected in same frame, or client collider picked up in editor), increase navmesh definition in and around player constructions