110,897 Commits over 3,897 Days - 1.19cph!
Removing stopwatch / forced cycle from all worker threads (redundant since 79169)
Only log one warning when SkeletonProperties.boneReference is null (instead of spamming one for every bone)
Increasing MaxReadQueue, MaxWriteQueue and MaxDecryptQueue values to 5000 on the server
Adding profiler samples to BaseNetwork.EnqueueWrite
Adding protect and unprotect locks to EACServer (debugging / testing)
Fixed water catchers not filling up with water if the attached destination liquid container is full
Disabled the shaking on the crafter while it's on
Added a red flash to the crafter if it's output storage is full
Adjust attack heli damage levels
Revert the new early-exit system in ParticleSystemContainer. Didn't work if the Play/Stop was called too early, resulting in it needing to be called again (but early exit prevented it).
Hooked up attack heli damage FX
Added 3 more blueprint slots to the industrial crafter
All 4 bp slots can be accessed via the bp in/out industrial ports
Crafter can only make one item at a time, will attempt to make the items in sequence left-right
Adjusted attack heli thrust physics. Feel more like attack heli, less like attack brick
Create the attack heli UI on the client at runtime, instead of removing it from the server side at runtime. Allows for the UI components that have RequireComponent dependencies to each other, which were preventing removal on the server
Show attack heli gibs as fully damaged
Merge from industrial/inverse
Set up damage textures for the attack heli
Refactored conveyor filter variables:
Added a new field called Buffer that acts like the old Minimum system (transfer blocks of X items)
Minimum field will now transfer everything over the given value in the input container (eg. a minimum of 10 wood will transfer all wood until there is 10 left and then stop)
In a case where the Buffer and Minimum fields are both used, you will need the combination of both values to start a transfer (eg. a minimum of 10 and a buffer of 15 will need 25 before trhe transfer will begin)
Merge Main -> Attack Helicopter
Merge Main -> Experimental
Turning on "Require All" filter mode now disables the min/max filter fields
Bug fixes
- Fixed card games trying to get the card image in some cases where they should have been able to early exit
- Fixed Blackjack swap between main and split hand showing an animation as if the cards were being turned over from face down
Blackjack: Fixed doubling down while playing the second hand after splitting adding the new bet to the wrong hand
Final version with a bunch of new stuff
Added the new quarry deployable for previewing
Breadboard saves connections from breadboard input to components
entity positional updates
More granular locking
Added warning when main thread is stalling (waiting for write thread)
When kicking / disconnecting a connection, make sure the decrypt thread isn't currently using it
Fix compile after merge
Run codegen
Significantly reduce the movement leaning for deployed drone
custom map world stack exception, allow arid rock formation into lake topology
Added extra volcanic biome to a branch of the island to serve as pyroclastic flow/arid biome for arid monument to spawn elsewhere than the crater. Also prevented unwanted spawns inside crater by marking it as 'Lake'
lava lake model/material and flow map
adding diogo's standard flow shader <3
Some initial work re opening the skin viewer from the in-game crafting screen. This needs the planned change from second camera to rendertexture to start fully working.
Remove SkinViewer scene from build list (we'll just use the prefab)
Integrated every class that derives from LodComponent to use new FastLOD system
Increase inputs & outputs on breadboard from 5 -> 10
Initial work on an ECS based LOD system
Currently only supports RendererLOD components
Adds support for adjusting LOD bounds while aiming down a scope to ensure higher quality visuals when zoomed in
Partial fix for clothing loading issues
Get skinviewer skin loading working in listen server mode