137,964 Commits over 4,352 Days - 1.32cph!
Codegen (was missing an update for the io counter interaction)
F2 opens the old console (until we remove it)
Don't keep the copypaste menu active when closed
Removed UIEscapeCapture from the console input field so it doesnt capture escapes
merge from skinviewer_easter
merge from new_console-ui/loadouts
Save current loadout button: creates a new loadout using your current inventory
Clamp borders at corners of cells
merge from new_console-ui
Terrain quality now effects terrain LOD global scale
Clamp terrain cells to terrain borders
In editor TerrainMeta will try and find terrainData if null
Merge from conveyor_min_fix
Remove asset labels from electric.waterwheel.guide.prefab as it was breaking tests generation
Fixed a case where conveyors would ignore the minimum field when transferring items if there were multiple filtered items being transferred
Added a test for this case
Don't show the world version of an attachment if we're in first person (it was floating in the air)
Improved world space rotator, slowed down rotation lerp so we get a little bit of easing
Decent enough workflow pss for evaluation
After editing a shot the shot is reopened and edit settings reset
Overwrite the existing slot
Fixes
First pass on recording new data into a track
UI kinda functional
Add a few more preloaded error objects
- New error system
- Can append errors together and update a total rather than spamming the same error repeatedly hiding everything else
- Current max of 10 unique errors shown (always shows latest at top
- Add convar to go back to the legacy error system (incase)
Improve switching between terrain renderers in game for testing
Remove terrain prefab from worldsetup
Rename renderer to GeometryClipmapTerrain
Fix compile error with server
Under the hood work to support muting and recording over specific demo shot tracks (eg. pos, rot, fov, etc)
UI design for a new error display (replace the wall of red text with something a little cleaner)
fix up armored ladder hatch sound implementation
Collectables network range adjustment:
berry-green-collectable 256m -> 128m
berry-black-collectable 256m -> 128m
berry-blue-collectable 256m -> 128m
berry-white-collectable 256m -> 128m
berry-yellow-collectable 256m -> 128m
berry-red-collectable 256m -> 128m
driftwood_1 256m -> 128m
driftwood_2 256m -> 128m
driftwood_3 256m -> 128m
driftwood_4 256m -> 128m
driftwood_5 256m -> 128m
deadlog_a 256m -> 128m
deadlog_b 256m -> 128m
deadlog_c 256m -> 128m
Loot-Barrel-1 256m -> 128m
Loot-Barrel-2 256m -> 128m
Corn-Collectable 256m -> 128m
Orchid-Collectable 256m -> 128m
Potato-Collectable 256m -> 128m
Pumpkin-Collectable 256m -> 128m
Rose-Collectable 256m -> 128m
Sunflower-Collectable 256m -> 128m
Wheat-Collectable 256m -> 128m
Wood-Collectable 256m -> 128m
Trash-Pile-1 256m -> 128m
Merge from armored_ladder_hatch
Created a tool + context menu button on all BaseEntities to print out LOD culling range.
This is useful so I can accurately set network range settings for a bunch of entities.
For some things theres point networking to 256 if i can only be seen up to 100m etc.
If an effect is going to be parented to a scaled bone, reparent the effect to the root object
Fixes Look rotation errors when shooting scaled mesh colliders
imported and assigned sounds for the armored ladder hatch
merge from waterwheel_deployable
crate_underwater_basic 256m -> 128m
natural_beehive 256m -> 512m
grenade_molotov 256m -> 128m
orebonus_generic 256m -> 128m
metal_detector_source 256m -> 128m
treemarking 256m -> 128m
treemarking_nospherecast 256m -> 128m
debris_wall 256m -> 128m
Reduce exposed stash network distance from 258 -> 128 meters
Increase hot air balloon and hot air balloon armour networking distance from 256 -> 512 meters
Reduce network range to 128m on:
IMPORTANT:
- item_drop (leaving buoyant as it) (leaving backpack as is)
DECOR/MISC:
-Heavy Scientist Plushy
-Hazmat Plushy
-Pinata
-Parachute Unpacked
-Headbag
-Fish Trophy
-Wanted Poster
-Confetti Cannon
-Twitch Trophy
moer charm attachment points
Added door controller slots to the outside of the armored hatches
Expanded renderer bounds on the ladder hatch skinned meshes
Fixed pivot on Kiosk E decals
Backpack is always showing on the 7th slot
Open folder button