138,465 Commits over 4,505 Days - 1.28cph!
exported the kitbashed mesh and made it an actual object with its own lods now.
Updated prefab with the new geometry.
updated powerline cables LOD texture to accomodate new draping cables shape/form
Fix stale syncvar inheritance roots being kept around after each weave
industrial torch attack was using the wrong sound definition template.
was using defualt - cuasing the SFX to be heard from afar.
Switched to the same template that the base torch uses.
desalination tank collider update. Fromt 28 box/capsule colliders and a mesh collider to just 1 mesh collider
Change ServerInfo from a struct to class, it had no business being a struct at over 156 bytes large
network_profiler_improvements_3 -> main
Rework packet capture to work via NetWrite rather than at all the packet send points
Fix for OnFirstLooted so that RespawnableLootFridge reports correctly.
Additional events for fuel switch and water treatment wheel.
Don't fail server boot if world.cfg is an empty string
Lock option on sculpture radial menu now correctly references Sculpture, not signs, codegen
Large crashed train station progress
Updated Facepunch.Nexus, all player IDs are now ulong instead of strings
apply prefab to scene, S2P Gas Station
fix gas station better loot spawns not respawning after server restart
Water Treatment Plant Maintainables Rework (from helk feedback)
- each wheel turned fully adds 180 pressure, which is now equivalent to 3 hours of water flow
- max pressure of the tank increased to 360, decay changed to 1/minute
- water output per minute scales linearly with pressure in the tank, from 0 to a ConVar configurable amount (default 1020/minute at full pressure)
- when pressure falls to 0, water flow stops and the water in the pipes begins to evaporate at a rate of 200/minute
- (WIP) number roughly balance out to a fully pressurized water pipe being 2x as good as a freshwater pump, including IO push/autofilling numbers
Added pop cap sounds and hooked up, adjusted 3p throw events
wip scrap king building skin - initial setup, materials, textures, test blocks
Added cap world model (in case we decide to add it to the left hand)
Renamed the flare folder from 'FlareOld' to 'Flare'
(groundbreaking stuff and will probably break the internet)
removed animator from .weapon prefab
Deleted old materials/model/rig/anim files
- Moved materials/model/rig/anim files to the original folder
- Deleted 'New' folder
latest glass ar admire anim exported
updated events so flare appears more realistically back in hand in 3p
puzzle setup, placed doors, started splitting up stations into rooms
fix ADS jitter with the shield on your back
Taper and fade the last few seconds of satellite trail right before impact so that the trail looks nicer/more natural while it hangs around post-impact.
snow machine, discoball, strobe light and drone now proper have world models
LOD0 optimised to be cheaper than burlap sack
- added jellyfish test assets
- added seagull asset for testing
Fixed a spelling mistake in the SpatialBiomeFogCamera's CommandBufferDesc name
Added names for all CommandBufferDesc instances
removed unused random rooms (broken links), added doors and puzzles to medium and small stations
Use a NativeArray for lightShadowData
- added frog store asset for testing.
Added a way to name command buffers that are handled via the CommandBufferManager instead of just having a random hash at the end, this should make it easier to debug issues with command buffers that cause warnings or errors
Add two PoolAnalyzerGetWrapper
Continuing lookdev/theme exploration in small random rooms w/ set dressing. Added spawner scripts to ones so far.
Fix swing seats marking attackers hostile
Made anim effect test a bit stricter, found 8 more cases that would warn ingame
Slightly less trivial to fix, for example C4 reuses satchel animations but doesn't have a throw effect, but can't get rid of it since satchel charge needs it
Fixed by adding new ignoreInheritedEffectEvents in AnimationEvents, any effects added there will be ignored
All tests pass