110,897 Commits over 3,897 Days - 1.19cph!
Fuel gauge and headlight improvements. Worked around a bug in Unity (see: https://forum.unity.com/threads/unityevent-cant-select-from-two-of-the-same-component.427454/#post-784098)
Moved prefab head to origin, zeroed all sub categories to stay on the grid
lowered bunker entrance corridor segment by 6m
First pass on a refactor to cache the input/output destinations of an industrial conveyor instead of calculating them every move
Reduce the LOD distance on all of the lights on the electric furnace
Rework some elements of the IOEntity load process to prevent having to regenerate the IO connections (including the industrial pipes) every time any state on the IO entity changes
Prevents all industrial pipes getting regenerated multiple times every time a conveyor is turned on/off
Instrument panel emissive turns on/off correctly
Fixed NRE introduced in
79235
Let gunner also be driver again (just for testing)
Sort out entity flag toggles
Enable GPU instancing on electric furnace materials
Assign camera in the gun cam UI
Set up attack heli sounds
Hook up attack heli damaged fire sound
Fixed CH47 not having its dual ground effect points anymore
Don't unselect an IO connection if you mouse over an empty slot on another entity (affects electric/water/industrial)
Added a counter on the filter screen to show the number of filters and the maximum
Fixed item search field leaving results on when the search field is cleared
Slightly increased height of space check when ziplines are created, should make them more likely to avoid obstacles like terrain and seek alternate routes (0.5->0.75)
PFX scene backup
Finally fixed that tracer-1 and sparks-1 mipmap glitch by simply not having it repeat on Y.
Adjust physics sweep radius for zipline obstacle detection to more closely match the player dismount capsule sweep, prevents zipline from travelling into a space it thinks is valid but the player dismount will reject and kill the player
Added an extra pre dismount check to the zipline, if it fails move the zipline player back slightly before attempting the dismount
Removed unused sound components of BaseHelicopter
Fixed ground FX assignment on ch47.entity
Don't constantly call stop or play on helicopter ground FX
Merge from watercatcher_perf_improvements
Better fix for catcher detecting if inventory of target liquid container is full
Dynamic light improvements for backblast
Spawn distribution system setup for a multi rocket pod.
Scene backup & minor file tweaks.
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Cherry picked transparency UV channel selection (cs
73689, cs73797)
Fixed std-cloth fuzz forcing entire material to dielectric; now only forced when fuzz mask > 0
Fixed metallic std-cloth breaking lowest shaderLOD in viewmodel; applied same fix to other shaders, just in case
blink controller uses skinset initial eye position
added cliff prefabs around the timber mine entrance of cave_large_hard to help procmap cope, cope, cope
updated prevent movement collider on cliff_medium_sloped_L
Adding missing lock around EACServer tick
fixed incorrect setup on scrap_searchlight_static
Fixed small oilrig source pipes not going into the seabed
Added a proper collider for it as it still relied on a LOD mesh
Nuclear silo scene cleanup and progress
merge from spectate_ulong_fix
Some final tweaks, added direct light shadow raygen for perf testing
More EACServer lock experiments