200,872 Commits over 4,171 Days - 2.01cph!
Create getter and setter methods we can give to the weaver
Fixed rogue pixels in the bulb emissive texture
Update version.rc as well
I forgot to press CTRL+S
Update version.rc to fill more standard meta data
Map compiler meta data
Make prop water level changes actually work, and apply on clientside too
Sign EXEs
String light bulbs are now combined together into a single mesh
Clean: mark with comments when each player cache is last updated
Tests: none, trivial change
Make a public caller method to get around partial methods with access modifiers requiring an implementation
Pivot, lets do this the most cheaty way imaginable since I cant do two passes with source generator:
CodeGen out some stub methods and emulate the SyncVar inside the EntityComponent
Setup SyncComponent attribute so we can control it
Wire up setting in a way that makes it believable to be a SyncVar
Update: remove CachedState.IsValid - it was misleading and unnecessary
Reimplemented logic that used to rely it to instead rely on nullable values
Tests: editor compiles
Update: move CachedStates growth to ServerUpdateParallel
- also using zeroed memory to have sensible defaults for users that haven't yet being processed
Makes it clearer that they are in sync with playerCache
Tests: none, trivial change
Merge: from main
Tests: editor compiles
Set GPU instancing on materials
Tweaked fairy light line mesh width to fix the weird line corners
Removed some placeholder materials
Enable Read/Write for nature assets
updated the security spotlights lods
Fix camera position not updating when recentering map view
applied cinematic materials to ejector seat for merge
Enabled GPU instancing on fairy light bulb material
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Setup ghost ships with simpler buoyancy, remove them from auto spawn for now.
Upon first time opening map automatically centre on player
Added pilot suit in the general store hazmat category
Updated pack description
(Test) set all meshes isReadable=0
Stop interaction toast clipping
Setup button max sizes
Optim: use cached pos to avoid transform access
Tests: none, trivial change
(Test) set all meshes isReadable=0
Remove top level token debug
Ensure map name is sanitised properly in streamermode
Fixed the gizmos that display the environment volumes and fixed the bounds on capsule type spatial volumes
Ensure session background isn't fully transparent
scene2prefab millitary_tunnel_1 (no hlod)
Fix scientists shooting before fully aligned to aim
adjusted terrain ignore volume
Subtract mesh and material changes
Add custom voicelines to heavy when surprised, and when player shoots their armor a lot, to hint at weakspot in the back and armored front
Fix spacing issue with queue icon
Fix server queues not detecting single person queues
Dont adjust gamemode counts if you are on the wrong category
Only delay heavy turning if surprised from behind, it looks odd pausing when the player is right in front