143,894 Commits over 4,413 Days - 1.36cph!
Default binds are automatically localized so non us-QWERTY players dont have to rebind everything when starting the game for the first time
keys_default is now using 'bind_default' instead of 'bind'
Shrink/expand thruster actions don't consume fuel if already at min/max. Shrink doesn't do the movement nudge in this situation either.
Fix lock trajectory token
Delete old SatelliteOrbit prefab
Satellite kills players on impact. Added killRadius and debug draw.
Merge: from buildcommand_allocs
- Bugfix for enable_marker_teleport teleporting to wrong Z
Tests: unit tests + enable_marker_teleport
Optim: get rid of a string alloc in teleportpos
Forgot it when expanding string view compatibility
Tests: used enable_marker_teleport
Bugfix: fix invalid trimming in ToVector(StringView)
- StringView - add 2- and 3-char Trim overloads
- add a unit test
Tests: unit tests + enable_marker_teleport
Fix fuel cells draining in wrong order
merge from PlayerRigUpdate2
merge from playerboat_beached_flipping_fix
better controlled lifting force with PlayerBoat unbeaching
merge from keyboard_layouts_fix
Reverted environment volume changes for wing and core interiors
More keyboard layout fixes. We now register all buttons using their display name
Symbols not part of the Key enum are still stored by their name for consistency
Binds saved with raw keycaps are auto converted "bind [ kill" -> "bind leftbracket kill"
Clean: add root-level *.slnx to plastic ignore list
Tests: plastic doesn't show it as a new file
Merge: from player_benchmark_improvements
- New: added PlayerModelBenchmark scene that tracks rendering cost of new player model
Tests: ran benchmark a couple times
Added error handling when cleaning up temporary map files upon cancelling the download
Temporary map file names now use unique GUIDs
Clean: remove UNITY_EDITOR ifdefs around logging
Tests: none, trivial change
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merge from save285 - Staging wipe!
Update: disable lightmap baking on scene load for PlayerModelBenchmark
Tests: deleted generated assets, reopened scene - no new lightdata
Update: add PlayerModelBenchmark scene to the build list
- also add it to recognized +autobench list
Tests: none, trivial change
Update: add PlayerModelBenchmarks cene shortcut to Scenes menu
Tests: compiles
network++
save++
persistance++
fixed BDU protection values switched
commiting a bunch of meta files plastic moaning about
ballistic armor condiction pass
Merge from tutorial_animator_fixups
Delete some more deprecated components
Removed the deprecated cinemachine camera component from the end tutorial cinematic
Update the tutorial NPC to use a child animator rather than cinematic mode (we'll eventually phase out cinematic mode)
Merge from PlayerRigUpdate2
Added a toggle to disable spine IK to animator sub systems
Applied to shopkeeper NPC
Hardcode drop_item gesture to 1s as it's now faster
Added a toggle to all animation sub systems that disables them when gesturing
Not a great fix, would be cleaner to move gestures to their own sub system but for now it will have to do
Fixed vehicle aim yaw not being carried over when changing weapons while mounted to a boat seat
Refactored to just use a static list of parameters (see AnimatorFloatParamsToCopy)
New rear turret IK curves
Map hand ik to a curve instead of using raw values (just like the parachute)
- Good first pass curve on front
- Good first pass curve on rear
Map distance to turret during reload to a curve. Reduces snapping on the rear turret at the end of animations
- Good first pass curve on rear
Industrial Torch - Updated textures, changed bc from png to tga, added glass emmisive texture, setup all materials with the new textures and correct setting for on and off variants