13,133 Commits over 2,800 Days - 0.20cph!
Fixed cargo ship crate decaying
Remove incorrect debug print and add a default quality setting for files that have just switched to compressed
Updated all audio files with quality @ 0% to quality 80%
Import analyzer now include warning for low compression quality
Have the audio analyzer skip the new WorldMusic path. There's a noticeable drop in listening quality between 100 and 80 quality on the new music. Set its quality back to 100.
Ran audio importer on the new sounds since last time it ran
Add a minimum audio compression quality. Currently the same as the maximum quality as I didn't detect anything that's intentionally using less than max
Remove dismount eye check transforms on existing mountables
Remove the CheckInsideNonConvexMesh check I added
Remove dismountCheckEyes, use the player's TriggerPoint instead. More reliable as a test of whether the player will actually clip through anything going from their seat to a potential dismount point, particularly since dismountCheckEyes was checked per vehicle, not per seat.
Comment re resizing and triggers
Only refresh player collider size on the local client, since it's always disabled on other clients. Also adds an early exit.
Have the player's collider resize on the client in the same way it does on the server. Add profiling.
Shrink the server collider on sleepers, the same as with wounded.
Remove unnecessary include
Add RemoveFromTriggers call to EnablePlayerCollider
Server player collider now resizes when crouched. Refactored collider size calculation to be more robust; have it check state instead of pushing it.
Merge LOD fix from /Vehicles
Adjust reactive target IO positioning again
Commit com.unity.test-framework back to 1.1.1. Looks like 1.1.3 was an accidental commit in
53968.
Raise top reactive target IO a little
Raise top reactive target IO a little
Reinstate
53468 (ProjectilesThroughVehicles) and
53754 (wounded player collider adjustment) in this branch.
Line up Reactive Target IO with its new model
Switch Reactive Target to Electrical item category
Merge from Main -> Vehicles
Increase cockpit glass render queue position from 3000 to 3051, to get it in front of smoke grenades which are on 3050. Stops grenade smoke from appearing in front of cracks in the glass.
Manifest rebuild after merge
Merge from Main ->DestroyableRoadsigns
Allow Timed Explosives to damage things with health that are on the Default layer. This means rockets, grenades, explosives, etc can now damage things like loot barrels.
Move roadsigns to Default layer (was World)
Fix reactive target scaling
Set roadsign spawner respawn times
Updated deploy guide for reactive target
Updated reactive target and its icon to have the new electric visuals
Assigned the textures to the material for the RT Mechanism
Rebuild manifest to update roadsign IDs
Hide road signs beyond 70m away
- Use a bounds check instead of radius check for IndividualSpawner
- Add AI layer to the spawn handler bounds check mask, so things won't spawn inside horses etc
Only spawn IndividualSpawners if there's space. Wait and try again later if there isn't.
Road signs are now LootContainers, drop 1 metal pipe and 1 "road signs"
Remove road signs from my test map
IndividualSpawner now uses the existing SpawnGroup system via SpawnHandler
Move roadsigns to the props folder
Created roadsign entity spawners. Converted all road signs at monuments and on Hapis from roadsigns to roadsign spawners. Add visual gizmo to individual spawner.
Merge FixGlassMaterial -> Main
Make glass pane actions client-side only