140,848 Commits over 4,383 Days - 1.34cph!
merge from deepsea_loot_balance
Missed some spawn groups
Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
Fixed tropical islands spawngroups respawning loot on top of each other
Colour code handles based on their sub system ownership
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
Add support for showing sub systems
Merge from player_model_anim_inspector
Merge from main
Lots of code conflicts, all resolved except for one in PlayerModel.cs, looked fine
Conflicts on binocular.entity, used changes from source (presumably related to refresh?)
OneShotAnimationSubSystem can now pick from a selection of random animations
Hooked up SaleSuccess, EndConvoBoughtNothing, Talk and EndConvoBoughtSomething events
Plays from a selection of animations for each state
Added a priority system, allows us to specify a sub system to use Low, Medium or High priority to take ownership of the player model
Hooked up an additional OneShot system to the test chair, so we're running the random idle as a base and then a one shot to react to events
Add player model animation inspector as an alternative to the playable graph monitor - but more focused on quickly debugging player model animations.
Fix animation assignments being backwards, disable pitch curve for now.
Show server country codes. This time taken via geolocation
Setup new binocular shader: lens distortion, fresnel and glare
Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play
Don't run upkeep for non-rented apartments
Initial random eye colour tests, samples a gradient from the dye set so colours natural-ish
Fixed some pooling issues when going in and out of range of animators running sub systems
Added a new ClientOnPlayerMountedWithPlayerModel callback for mountables, is called the first frame the player has a valid player model
Using this bypasses the recurring issue that ClientOnPlayerMounted is called before a player model exists when coming into network range of a player
Didn't make a matching dismount version as we don't have the same problem when leaving network range
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merge from fix_c4_deployable_damage -> main
Fix C4 & satchels doing 2x damage to the deployable it's attached to
- was doing splash damage + direct damage to the entity it's parented to if it was a deployable (stuff like workbenches, not building blocks, doors or anything you would be raiding)
- fixed by skipping splash damage on the entity it's attached to so it only does direct damage
merge from dump_prefabpreprocess -> main
Add `dumppreprocess` to specifically dump the list of prefabs inside prefabpreprocess & their component counts
- will also be included when running full `dump` command
merge from fix_dump_dontdestroyonload -> main
Add automatic shader remapping to Indirect Instancing
This also properly initialises BatchRendererGroup, but getting the .bufferHandle requires a Unity mod for the time being.
(need to migrate ComputeBuffer → GraphicsBuffer first)
Refactor dumping objects per scene into separate folders because it was copy pasted between `dump` and `dumprootobjects`
RRP: Add some DOTS support to Lit vertex shader
Fix DontDestroyOnLoad scene including all the objects in other scenes instead of all the objects not in other scenes
Send daily rent to client in apartment room entity
Link apartment upkeep terminal -> apartment room on client
Switch loot panel for apartment upkeep terminal to new one
Add support for the TC loot panel to show the upkeep for the apartment rooms
- use the apartment room to get the daily scrap rent
set electric furnace emissive HDR intensity to 1, and adjusted emissive texture to compensate
progress on darts game controller, initial structure and setup for starting/ending game and players joining/leaving
adjusted bed blankets and tweaked texture
prototype upgrade texture update
Clean up InstanceCreationInfo.material
Set debug labels for indirect instancing buffers
Merge: from createcorpse_triggerparent_nre
- Bugfix for TriggerParent not cleaning themselves up if a corpse forces it's way just before volume is destroyed
Tests: ran auto tests
Bugfix: Ensure TriggerParent properly tracks forced corpse
Corpses forcefully inherit trigger volumes, which doesn't properly initialize internal contents, leading to skipped cleanup when volume is destroyed. Rare bug in the wild, but consistent in auto tests.
Tests: ran all PlayerMountedToArmoredVehicle_PlayerNotTargeted auto tests
Remove unintended antivehicle damage scaling
Reapply small oilrig changes
Fixed ghost ship loot spawning unparented and on top of each other