193,908 Commits over 4,079 Days - 1.98cph!
Scene/UI progress & related files
Various animation source updates
Changing the default pool prewarm count to 1 of each instead of 10 of each (some frequently used prefab types still prewarm with 100)
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Update HUD to show failed objectives
Automatically mark missions dirty when completing or failing an objective
residential buildings prefab include glue meshes
road prefabs - some more overgrowth dressing
glue for cemetery fence
tweaked decals opacity
fixed offset on town square collider
fixed some holes left behind in residential buildings LOD2's
attempt to fix terrain trigger in cave_large_sewers chimney
Manifest update for renamed prefabs
visual improvements around scientist mission giver npc (stands out better)
made trees and signs harvestable in monument
Fixed some issues with the skin picker UI
Import first batch of emoji
Delete placeholder content
HLOD generation will now disable r/w on meshes as part of the build
Fixed green pipe option not appearing in radial menu (whoops)
Marked all monument HLOD meshes as non read/write, should save some memory (some of these meshes are quite chunky)
Added a new tool to mark a generated mesh as non read/write, as this isn't exposed in the inspector but is in the metadata (?)
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Post tweaks for text contrast
Reduced the distance limit between industrial pipe anchors (was 0.3, now 0.05)
Adjusted the pipe mesh generation to dynamically adjust the curves to better accomodate tight line points
This does allow some scenarios where pipe generation looks rough but the usability tradeoff is worth it
Adjusted cockpit interior lights to match the final gun camera look
Added UI to expose new filter options
Checked every prefab in the project and every single one has LifeState set to LifeState.Alive, so set it to ReadOnly in the Inspector. One less thing to worry about getting right.
Holding sprint while placing industrial pipes adjusts the placement raycast so it collides with deployables, allows running pipes around boxes like in the update trailer
Increased the offset industrial pipes have from the placement surface by 0.01
Vehicle turret loot panel
Add a mission objective script to deal X damage to a specific mission entity
Fail the objective if the target entity is not found anymore
Add an option to specify if an objective is required, and if it is then failing it will fail the mission
Misc shader variant cleanup
Fixed compile error in Standard-Particle for instancing permutation
Fixed compile errors in Standard-Indexed shader set
Fixed edge case of underground train entrance stairs not connecting to underground line
AH post grading WIP
Underlying material tweaks