134,647 Commits over 4,293 Days - 1.31cph!
sewer branch puzzle update
s2p
Some more changes to try and get browser scrollview to work properly
Bugfix: fix UI_Takeover overriding with null values
Tests: ran in editor
merge from menu_warmup_fixes
Compressed some ui assets, fixed some refs
Fixed some texture refs not using sprites
Fixed soundtrack dlc page still referencing some assets
updated silo puzzle, adding blueprint fragment spawner - will revisit as this puzzle setup is strange
s2p
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military tunnel advance fragment spawner
military tunnel puzzle should now ignore players above ground pausing the reset
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Removed mipmap on more store stuff
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launch site puzzle advanced fragment spawn
added advanced blueprint fragment pickup entity
s2p
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Flags can now be raised and lowered.
Initial animation controller, states, transitions, params.
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Optimize query vis job runner:
- Enable burst on existing query vis jobs
- Don't immediately complete jobs, let query vis be delayed by a frame.
Added mountable versions of seats and replaced static ones in floating city (WIP)
hurt_overlay_nvg_fix -> main
Dont show the hurt overlay if we have NVG's on. This is because the hurt overlay would brighten up the NVG effect - letting you see more. This would give an advantage to people who have NVG's on.
airfield fragment puzzle spawn setup
Hack: skip explicitly loading ui/store.bundle at boot
Using this to check if we no longer have a bunch of media textures loading in. Memory Profiler shows -87 textures/-1.2GB loaded. Need to implement dynamic bundle loading, and see if it breaks anything else.
Tests: memory profiled a standalone client. Couldn't get to Abyss page (but that's expected).
Update: assign UI store overlay page prefabs to ui/store.bundle
- Ensure when we generate bundles, we chuck the assigned assets to ui/store.bundle
Tests: generated bundles, used bundle mode in editor and was able to navigate to the Abyss store page.
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test_generator_more_snapping_fixes -> main
Fix weird collider on test generator
Fix weird deploy volumes on test generator
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ferry terrminal basic puzzle
ferry terrminal loot when in T1 now has slightly better loot
Set sprite packing mode to enabled again, ffs
more_video_optims -> main
Save 5MB constantly being taken by the store modal - take the whole video out of memory when you go off the page
floating city 2 layout polish, better connection to casino barge
updated arctic base puzzle respawn for fragments
s2p
Only load in the shockbyte modal when we need it, not at initialisation
Code improvements:
- Config asset now inherits from BaseScriptableObject
- Better handling for invalid serialized data
Update sail prefab with rig
Anchor timed action
Codegen
Merge from naval_update/sails
Sphere tank and radtown now have a basic green card puzzle
merge from hackweek_crosshair_customization