106,703 Commits over 3,836 Days - 1.16cph!
Improve scientist cover generation
Cleanup navmesh inside edges before generation
Make sure points are on navmesh
Reduce cover density by merging nearby covers with similar angles
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Apply distance checks to individual covers instead of cover groups
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merge from divesite_respawn_fix
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Massively increased the resolution on the electric counter UI to ensure the text isnt blurry anymore.
https://files.facepunch.com/ianhenderson/1b0411b1/Unity_dKA8DoPGb3.png
new cookie & volumetrics on all projectors
fixed consistency between 1p and 3p
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FIxed divesite buoys from being able to spawn in on top of a player
Didn't think this would ever be a problem
- Adjusted Bradley spline height.
- Check how close before you enter
merge from flow_vector_field
Catapult constructable stages
Restored wheel visuals
Improved firerecoil physics
Improve cover selection and debug, fix some objects not blocking the trace
Added catapult test meshes for Flavien
Siege tower constructable tweaks
Implemented catapult art, retargeted the animations
Setup catapult constructable prefab
corrected offset of dpv mounting bounds check
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Orientation fix on catapult
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fixed a bunch of holes in water tower LOD1 that provided peaking advantage
LS - changed a pallet placement in factory side room
Initial work on “constructable” entities: when deployed, we spawn a skeleton structure that needs to be hit with a hammer until its fully built. Once completed the entity is spawned
Applied this new system to the siege tower
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Backout: bring back all the scenes
Without this, editor bootstrap workflow dies.
Tests: none, trivial change
Better vislog for cover debugging
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merge from dive_mission_range_increase
fixed water on billb test map
Reverted the divemaster missions to a max 500m
Added a new allowDoubleDistanceIfNoOptionsAreFound field, this way there's no chance that a distant divesite will be used when a smaller one is in range
Update: Reducing which scenes we have set for build in Build Settings
Our internal build macros only build 2 scenes, while Test Runner tries to build all (incl disabled) scenes set in the Build Settings. This allows us to run Player-mode tests without extra steps.
Tests: With PerfFwk enabled, ran pool perf tests in Player mode - it ran and gathered results.