250,571 Commits over 3,959 Days - 2.64cph!
Map updates and quest dialogue set up / coin .item test
Don't rely on keyframebody when updating colliders, they could be sweeping to a new position so the shape gets updated using an incorrect local transform
Adjusted RendererBatch inspector to more accurately recommend fixes (eg. LOD0 and LOD1 are incompatible but LOD2 is batchable, now shows all issues and a buton mark the mesh as r/w)
Updated the scene wide fixers to mark a mesh as r/w if at least one mesh in a LOD hierarchy is compatible with batching
Reran the automated updater, gixed a further 62 items
This brings the batches in radtown to around 2300, a saving of around 700
Greatly buffed rad amount from sprinklers by over 70%
This makes it high enough to lightly affect full kits
Buffed the amount of rads given by splashes of radioactive water by 40%
Prevent Bunker Entrances being valid targets for heli crash
Fix taking radiation damage from certain combinations of clothes despite having 10 radiation protection
- round radiation on server to nearest whole number
Added a warning to the RendererBatch component if a mesh has been assigned that is not compatible with renderer batching
Checks for submeshes, vert counts and r/w status
Added a tool in "Tools/Optimize/Find RendererBatch not marked read write/Fix" that will enable r/w on any models in the scene that are otherwise compatible with batching
Ran this on radtown, picked up 177 objects
S2P radtown
ChunkBiomes -> ChunkData. Chunks store cost alongside biome
Updated everything else to use ChunkData properly, assigned unique costs to each chunk
Prefabs can now be saved to ChunkData in dev tools
Fix crafting queue getting stuck at 0 seconds and wrong item when reordering crafting queue and cancelling items
Set up some audio mixer channels
moving platforms, map updates
Fixed input settings not being applied in subsequent games (d'oh)
Fix water jug & bucket dumping water if you leave water while holding right click to fill them
Try to make restitution work with soft contacts, fixes bouncy surfaces when dynamic collides with kinematic
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WIP cookie get / set node
Better handling for this edge case, also handles empty strings and when the editor itself is mid-shutdown
Grab a few edge cases preventing all scenes from loading from the last session
- Add a boolean to monuments allowing manual control of if heli should crash there or not
- Ensure patrol heli respects the filter
merge from stables_npc_fix
Fix NRE happening on TravellingVendor::IgnorePlayer
Wrap spawn logs in UNITY_EDITOR checks
Expose AccessorNodeDefinition
various hacksaw blade lengths, basic hacksaw script, hacksaw prefabs
Merge from fix_computer_station_enter -> main
Stop Travelling Vendor from spawning on top of stuff inside the Radtown:
- Simplified Travelling Vendor spawning
- Profiling for spawn attempts
- Topology alongside better physics checks
- Refactor
Fix having to click on the input field after each camera you enter in computer station
Added rock_formation_huge_e
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Radtown puts down monument topology
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Update: Whole tree streaming logic is time budgetted
- Right now has a budget of 1ms, controlled by UpdateBudgetMS convar
- Streaming preference is given to players who have more cells left to stream
This change protects us from having too many players in the streaming queue eating up all the frame budget.
Tests: On craggy confirmed that streaming still completes
Update Facepunch.ActionGraphs
Editor will restore all opened scenes/prefabs from previous session, not just the last one.
Changes to rope segments of catapult. Added transmission to parts that needed it.
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gmad.exe - do not pause when launched through existing cmd.exe (Partially Community Contrib)
Make "force open main menu" warning an informational one (Community Contrib)
Also make it use a localization string
RPG entering water does not slow down
Also if the RPG missile somehow reaches speed close to 0, explode (before required exactly zero)
Added failing IsAssignableToExtended test
Fix IsAssignableToExtended edge case with generic interfaces