249,482 Commits over 3,959 Days - 2.63cph!
Moved the Loadouts section to the bottom since there are so many loadouts now
Fixed the 'LOADOUT' section making the editor window want to be very wide
Import some tile assets
Test Tileset Resource
TilesetLayerControl deletes on right click without the additional popup
Rebuild TilesetToolInspector when Selected Layer changes. Serialize Selected Layer as part of the ControlSheet
Fixed TilesetComponent SceneObject vertex maths. Each layer now gets its own material, sharing materials between layers if same atlas is used.
Update Grid Size to follow Tileset size
Fix Selected Layer inspector update
TilesetComponent NRE fixes
Decouple dynamic pricing entirely from in-game time, now operates off real time
Renamed IntervalHours to PriceUpdateFrequency, defaults to 5 hours (this will also ensure the new defaults roll out next month)
Add npcvendingmachine.addHours for testing now that env.addtime will no longer affect npc vending prices
A couple of minor adjustments to the editor
Added a section in the editor that allows enabling a CLIENT+SERVER physics testing mode
Added NPCVendingMachine.UseRealTime toggle, will use the system clock instead of the in-game clock when adjusting prices
Recommend adjusting IntervalHours down dramatically when using this option so that prices don't take 5 real time days to adjust (setting this to 5 would match the current behaviour)
If changed at runtime resetDynamicPricing should be called afterwards to resync the pricing to the new clock
This would also have a side effect of making prices adjust while the server is offline - prices will be processed to make up for the missing time when a server is booted up again
Fixed bad spacing in the Game section
Added prevent building volumes to the junkyard car shredder
Sync attacking animation
Broadcast Explosion animation for Exploder
Fix Fade-In. Do it entirely thru CSS so UI doesnt rebuild every frame while fading.
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Don't allow zero quaternion in body transform, check against quat zero and use identity, if we find more invalid quaternions there's extra checks we can do
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coastal rocks decor modifier size tweak
v_usp: fixed fire animations having the hammer behaving wrong, and a little blend-out hitch (was caused by fire anims being turned into self-referential additives as opposed to referencing the base idle poses)
File name cleanup
Jutting cliff prototype
Large coastal rock prototype
Updated spawn settings for variety of cliff generators
Categorize all the viewmodel props
Add ViewModel.UseMovementInertia
No longer take ownership of Manager GameObject
No longer take ownership of the GameObjects that shouldn't be owned by anyone
Mark a bunch of client-side prefabs as Never Network
Update Shadow Spawning and make them client-side. Reduces a ton of network load.
Remove .wav files from ResourceFiles
Move SpawnShadow from OnAwake to OnStart to ensure GameManager initializes
Stop looping through every player and doing sqrt calculations for each individual sfx
Don't network Current/Required Experience since it isn't shown to other players
Don't run certain Spitter code on non-host
EnemyBullets should only check collisions on host
Don't update Hud on Time.Now, make fade in client-side
Save game.scene after having it run the JsonUpgraders
Use IsValid checks in AddShapeCollision, shape/body might have been removed from under us
Improved the wire deployment checks to reject any placement in prevent-building volumes, except for monument root volumes
Recreate mesh shape on update, this is the safe option until we get proper fixes
Moved harbor containers prevent building volume to client/server
Only check for StartupScene in Publish Wizard if Type == "game"
Compile warning fixes
Fixed crash with trigger_weapon_strip
Fixed faceposer breaking after 384 different flex names were loaded in a session
Now there should be no limit, and it doesn't preallocate 384 pointers.
Compile warning fixes & add some missing .h files to the solution
Fix VPC not generating project folders, fix missing project folders
Clear triangle cache on mesh update to stop crashes until we get the proper fix
Ensure static office lift and player lift have same whitelist
More debugging
Added motorbike, side car, bicycle, drone and snowmobile to white list of parented vehicles
Prototyope smooth path following for the wolf, hook hit anim
Merge from qol_print_memory_improvements -> main
Add `MaxItemsInUse` to pool
- lets you know the maximum amount of items taken from the pool at once
Add `reset_max_pool_counter` command to reset the maximum item counter per pool
- allows you to reset the pool count incase it gets set to a really high value during 24hr window
Particle sprite alignment mode
Created whitelist system to allow only certain vehicles to be accepted in an elevator
Range check UpdateMesh on the C# side instead so the user knows they fucked it
Allow vehicles to be parented to static elevators. Primarily affecting bikes, snowmobiles etc
exported wolf run hit 3 rm animation
Fix error when startup scene is set but not immediately recognized
Fixed ruin wall caps to reduce overhand and improve blending
added some more convar helper functions for ragdoll testing
Message and remove toast if the download has been cancelled
Fix ambient light hanging around and stomping
Do the same for UpdateMeshShape because this is likely where the crash is coming from (grubs)