138,524 Commits over 4,505 Days - 1.28cph!
Add nexus.hideFullIslands to automatically disable transferring to islands the server knows is full
Automatically skip queue for players who just transferrred to the server
Transfer protection only lasts a few minutes which would be eaten up by a queue, causing flying helicopters to crash and other vehicles to become lootable
batch lasers, get rid of late update in lasers mostly doing nothing.
diver torch shared the default torches 3p torch sound events for ignite and extinguish, even though the sounds definitions exist they're never used in for the diver torch in 3p.
now it uses the proper sfx.
added two sound fields to torchweapon script to allow the usage of the sound definitions.
Remove the Services window in the menu bar
Add an option in the editor prefs to re-enable it if we need it
Include basic nexus info in analytics
Converted igniter and tesla coil, fixed some flag stuff
Audit system can now detect effects being run on the prefab - shown on the auditor
fixed industrial torch 3p sfx not playing
now it does
fixed the launch site silos having innacurate collsion mesh.
now much more accurate to the shape of the silo
Merge pipes into a single mesh based on distance and matching material
fixed torch ignite and extinguish sounds in third person
Update: add SwitchToMultithreading helper
- added ConVar.Unsafe.UseMultithreadedScripting to disable experimental multithreading
Tests: compiles
Battery tick optims: merge the drain and charge into one loop
firecracker now uses the proper world model instead of the flare model
updated .item to properly reference the new .worldmodel prefab.
NRE fix with plant fibers, icon change
Unsaved, spawn grid command
browser_country_distance_fix -> main
Change the server browser geographic centre of Russia to the capital
network_range_finder -> main
Tool to audit entity network range based on LOD settings - we can net cull it in we cant see it
final UI tweaks, new field for adding a composter-specific icon rather than reusing the cooking icon when a furnace is on
fixed further issues with the low object quality.
back rooms that had the same ceiling issue + the sides of the ceiling showing through the mesh. now fixed.
Switch the PipeMesh mesh upload process to use SetSubMesh instead of SetTriangles which allocates a bunch
Calculate normals for industrial pipes in the job, not on main thread
Seems to be about 15% faster on main thread and removes some allocations
Also enabled burst compiling on the job itself, seems to be 10-20x faster but that doesn't help us on the main thread (can't hurt)
Added 3 new tests for industrial pipe generation, ensuring the vert count and normals are generated correctly as well as a general performance test
fixed see-through ceiling for the supermarket on low object settings.
LOD1 was missing parts of the mesh
Fixed UI positions and added a fourth output slot
fixed spas12 3p deploy sound
added a dedicated spas 12 deploy sound definition and replaced the sawed-off deploy and pump sounds to match first person
Composter UI refresh, actually see 'decomposition time', like the cooking and smelting UI showing you the progress.
fixed mini-crossbow not playing SFX not playing after firing in ADS when it rotates
updated .meta to reference the proper sound.
Allow viewing maps for each zone/server in the nexus too if it is set
fixed krieg chainsword not placing on single weapon racks
placement needs refining
Updated nuclear missile silo pipes steel material to use the proper textures.
no longer super shiny pipes
Update: added standalone win TLS slot to allow
- also wrapped into OS & config dependent compile guards
Tests: built all flavors of standalone and checked that code succesfully executes in other project
Fix laser beam jobs pointing at the origin
add unsafe scripting access scope
merge command palette back to main
notes, lives, basic input
Implement connecting to nexus servers from the connect modal
Automatically select the starter zone if there is only one choice
Hide connect button until a starting zone is selected (if needed)
Client-side nexus tag for easily identifying which servers are nexus clusters
Fix zone list not hiding fully on the connect modal
Fix wrong transform used for zone list causing header to be destroyed
Add in the zone list and nexus map on the server connect screen
fixed fences in monuments becoming invisible on low object quality settings.
most chainlink fences needed this fixing.
scene2prefab
removed duplicate ligths from military tunnels
scene 2 prefab
initial code testing, level data
hackweek: search command palette for the toolbar dropdowns (tools/windows/etc)