113,779 Commits over 3,959 Days - 1.20cph!
Added a Waypoint Race system
Can be started via WayPointRace.startRace convar
Will look for a series of waypoints based on a passed string, eg. calling "startRace air_race" will make a race out of the named waypoints with the air_race prefix (air_race0, air_race1, etc)
All vehicles within 20m of the starting waypoint will be considered participants
Players receive a toast with a time at each checkpoint, a toast when they end the race with their final position and time and when all players have finished the race a timing sheet for everyone is sent via chat
Added a helipad start point to craggy island with an example set of waypoints
Cherrypick
84867 (Editor only) - 'Add Parent GameObject' update
Add global.updateNetworkPositionWithDebugCameraWhileSpectating, allows the debugcamera to update network groups as it moves around
This will only work if the player is currently spectating, when this enabled and a debugcamera is active the spectating player will be unparented from their spectate target
Fixed second player to join a blackjack game getting a white rectangle instead of the standard card back image on their first round
Removed barren map from bundles - Barren retired
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Added BR br_sphere purple, red and green prefabs
Yet another materials update commit
Added Mint (teamid 9000/colour aeeeee) and Lavender (teamid 10000/colour ffe7ff) to the set of hardcoded team id colours
Added RelationshipManager.createAndAddToTeam that takes a uint parameter for easy testing (eg. RelationshipManager.CreateAndAddToTeam 9000 will make a new team with that ID and assigns the player in front of you to that team)
merge from io_budget_health
merge from qol_hbhf_stacksize
merge from audio_alarm_label_fix
merge from 3p hmlmg clipping fix
Added Cull mode option (default Off) to "Particles/Alpha Blended" shader
Increase stacksize of hbhf sensor from 1 -> 5
m4 shotgun viewmodel
- deploy update
- removed pump movement in reload
disabled animator on 3p entity
set up attachment positions
Fix for waterguns not correctly applying the last burst of water.
merge from boombox_network_loop_fix
merge from fix_turret_item_filter
merge from 0_cost_repair_fix
merge from building_skins_4
network++
Added a new item definition field - treatAsComponentForRepairs
Our repair cost calculation will automatically substitute any items in the Component category with another resource, but some deployables have been using items in the resource category like CCTV cameras as a crafting cost
By marking an item as treatAsComponentForRepairs, it will use the desired behvaiour even though it's in the wrong category resepair wise
Applied to RF Broadcaster, RF Receiver, Targeting Computer and CCTV camera
This should fix repair behaviour on Auto Turrets and Computer Stations
Also fixed some rounding issues that could result in a repair csot of 0 for a given resource, the minimum repair cost for any ingredient will now be 1
This behavioiur should be consistent between the hammer and the repair bench
Label power input on audio alarm
Standardised convo 4 and 6 so that the loopback conversation option is always the last option in the list
Remove log in IgnoreCollision trigger
Properly remove tutorial island respawn options when finishing the tutorial
Update my ColliderShrinkToFit editor to Unity 2021 style
Make sure rigidbody wakes up when boat engine starts
Merge from tutorial_island
Disable drop to ground on ore spawners, might stop ores getting placed on the ocean floor underneath the island
Fixed loading during a tutorial not working
A whole bunch more updated materials
Even more gizmo compile fixes. Sorry guys.
Merge from tutorial_island
Remove missing component from terrain asset
Another link test