127,974 Commits over 4,109 Days - 1.30cph!
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
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