125,563 Commits over 4,171 Days - 1.25cph!
New wait state
MAX/MIN times to be in wander and wait
Move between wandering and waiting if you've been stuck in a state too long
fixed undefined surface type of corrugated sheets prefabs as well as an incorrect box collider
naval_update -> scientist_boat_ai
Add another pref for disabling the companion server
Lower yaw/pitch clamps on the cannon
Fix Radtown sign by manually disabling mipmap streaming.
New: TestInsideTerrain - Burst version
- added unit test
Tests: ran unit test
Properly fix brightness flicker by using a GlobalKeyword instead of a string
merge from naval_update/deep_sea
merge from naval_update/deep_sea/wipe
merge from test_generator_snapping
merge from hide_combatlog_network_ids
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merge from fillmounts_command
merge from catapult_adminreload_fix
merge from military_tunnels_radiation_consistency_remerged
s2p
Command to print deep sea content
dome monument loot shuffle
s2p
light house monument pass, very minor loot placement changes
fixed boat wall.window dimensions, made colliders snug
Merge from main and parent
elite crates have a chance to generate advance blueprint fragment loot
lowerd chance of MLRS ammo
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Removed stairs.wood block from global stair prefab, eliminating double reference (spotted in gibs)
hackable crate loot always contains advance blueprint fragments
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basic and advance loot base setup
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Workbench tier 2 and 3 now require 5 blueprint fragments - numbers subject to change
- Workbench T2 - 5 basic blueprint fragments
- Workbench T3 - 5 Advance blueprint fragments
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Added basic and advance blueprint fragments
- Damaged diagrams containing partial information to constuct a Tier 2 Workbench for advanced crafting. Several fragments are needed.
- Precision schematics with complex information, multiple fragments are necessary for crafting a Tier 3 Workbench.
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More progress on choice of mission rewards
- Rudimentary UI for previewing and selecting rewards in mission screen
- More work on mission editor inspector nicely working with new rewards data
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update manifest for projectile error
fix HoldTypeAnimationOverride, setup for client testing
manually override raid, snow and temperature manually when players are inside the deep sea
Fix static mode always visible ignoring client.crosshair
Fix settings preview crosshair updating dynamically
Add tooltip mention that spacing doesn't do anything in dynamic mode
Add separate set of sliders for chance of each weather preset inside the deep sea
- only clear weather allowed: no fog, rain or storms (since that indicates the deep sea is wiping soon)
- only modify the visual weather effects on the client, don't mess with the ocean simulation yet
pooled visuals, projectile throwing support, animator fixes, fix entity visual spawning
Players in the deep sea when it wipes are all killed by radiation
Some cleanup
Hook up all the convars so far to the options menu
Switch to colour dropdowns for the colour settings
Set/fix all phrases correctly with the new system, adhering to convention
Move main crosshair enable/disable toggle into the new section
Simplify / rename a few crosshair variables, add one more color option
Optim: ServerOcclusion - convert OcclusionIncludeRocks part of narrow phase to Burst
Total generation time went from 240s -> 130s. There's still 80s worth of TestInsideTerrain to rewrite
Tests: regenerated and visualzied in editor