112,207 Commits over 3,928 Days - 1.19cph!
Added grouped component object to look for all components that are integral for x function to work
This means we can check if all components that are necessary for roads are available, meaning we can delete/add the required ones at will
More code cleanu
Ability to toggle road generation
Removed ArabicSupport tool editor stuff
added lowpoly stereo to dashboard_A
Start setting up wolf senses
Ring road enabling/disabling + min world size customisation
Bugfix: KeyBindUI once more avoids modifying original prefab name
This got broken in 2018.3, about a year after our code submit. Also sneaking in depr fixing in UI/Main Menu
- Replaced obsolete PrefabUtils API calls in KeyBindUI
- WWW -> UnityWebRequest
10 errors to go
Tests: Checked main menu news still download and dispaly. checked KeyBinds prefab doesn't get polluted with bind names and options prefabs get renamed properly
merge from hackweek_arabic (not finished yet, but merged early to avoid future merge conflict issues)
Beginnings of the menu redesign, horizontal navigation
Small panel indicator lights with configurable colors
Save current scene before gen takes place
Added aileron controls
- arbitrary control surfaces meant this just needed to add a surface on the edge of wing with opposite rotation axes
explicit surface lift calculations replaced with processing a set of serialized surface types
Clean: Fixing depr warnings in Scripts/ConsoleCommands
`objects` and `textures` vars can return 2GB+ memory size values per object now.
- Application -> SceneManager
- refreshRate -> Round(refrestRateRatio.value)
14 to go
Tests: none, trivial changes
Deployable spot light, orientable using a hammer (like CCTV cameras)
Clean: Fixing depr warnings in Scripts/ViewModel
- More ParticleSystem module usage
- Also removed obvious comments
19 to go - there's basically no more large groupings, so the CLs will continue to be small
Tests: none, trivial changes
Clean: Fixing depr warnings in Scripts/Client
- More ParticleSystem module usage
- Application -> SceneManager
23 to go
Tests: None, trivial changes
Clean: Fixing depr warnings in Scripts/Procedural
- Removal of dead Render.mateiralType
- Renderer.castShadows -> shadowCastingMode
- WWW -> UnityWebRequest
- Explicitly use default QueryParameters for a RaycastCommand
26 to go
Tests: None, trivial changes
removed ladder box from sphere tank interior collider
BugFix: TerrainMeta now updates Terrain Material if it's missmatching
Unity's deprecation made it so that our validate-and-update logic broke with 2019.2 and it's been silently skipping it.
- Removed obsolete code (it always returned MaterialType.Custom)
- Updated Hapis TerrainConfig to reference Terrain.v3.Hapis material (so that new logic doesn't set the wrong material on validation)
Tests: Validated that all Release worlds have matching materials as in their TerrainConfig.
made armored window's collider soft side planar
Item store view with custom header
Stagger wolf when damaged a lot, instead of on every head shot
disabled shadow proxies on Launch site factory prefabs, walkways prefabs
converted remaining walkway prefabs to MeshLOD
Add wolf bark before coordinated attack, add proper death state
plane updates
- non-control surfaces use a different lift curve
- adjusted curves
- mouse input for pitch/roll, keys for yaw
- debug csv output for surface values against different AoA
- added testing scene
playing with shadow proxies for master house shadow flicker
fixed cctv name spelling mistake
Fairy lights:
Light bulb generation tweaks
Spawn a real point light at each point
Minor fix on the xmas light deployer
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Clean: fixing depr warnings in Scripts/Effects
It's all just ParticleSystem module usage additions. 39 warnings to go.
Tests: none, trivial changes
Clean: fixing depr warnings in Scripts/Game/
- SceneToPrefab - using SaveAsPrefabAsset instead of ReplacePrefab
- More ClientRPC(RpcTarget) usage
- More ParticleSystem module usage
- CreatorGibSpawner now caches and restore entire Random state when changing seed
- prefabAssetPath -> assetPath
Tests: Tested SceneToPrefab workflow by building "water well" monument prefab - although it produced inconsistent diffs, original impl also did. Checked the generated prefab visually - it matched. Also walked through Unity's call tree - the controlling variables were the same.
About 55 left
DLC icons, colours and prefab updates
Make fsms easier to edit by exposing them on the prefab
changed minimum sizes for unique environments procmap spawns
canyons 3500+
lakes 3000+
oasis 2000+
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
hid the barrier at the gates as it often floats on some seeds
Fixed offset in vehicle mountable gizmos