126,038 Commits over 4,171 Days - 1.26cph!
Fixed some texture refs not using sprites
Fixed soundtrack dlc page still referencing some assets
updated silo puzzle, adding blueprint fragment spawner - will revisit as this puzzle setup is strange
s2p
military tunnel advance fragment spawner
military tunnel puzzle should now ignore players above ground pausing the reset
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Removed mipmap on more store stuff
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launch site puzzle advanced fragment spawn
added advanced blueprint fragment pickup entity
s2p
Flags can now be raised and lowered.
Initial animation controller, states, transitions, params.
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Optimize query vis job runner:
- Enable burst on existing query vis jobs
- Don't immediately complete jobs, let query vis be delayed by a frame.
Added mountable versions of seats and replaced static ones in floating city (WIP)
hurt_overlay_nvg_fix -> main
Dont show the hurt overlay if we have NVG's on. This is because the hurt overlay would brighten up the NVG effect - letting you see more. This would give an advantage to people who have NVG's on.
airfield fragment puzzle spawn setup
Hack: skip explicitly loading ui/store.bundle at boot
Using this to check if we no longer have a bunch of media textures loading in. Memory Profiler shows -87 textures/-1.2GB loaded. Need to implement dynamic bundle loading, and see if it breaks anything else.
Tests: memory profiled a standalone client. Couldn't get to Abyss page (but that's expected).
Update: assign UI store overlay page prefabs to ui/store.bundle
- Ensure when we generate bundles, we chuck the assigned assets to ui/store.bundle
Tests: generated bundles, used bundle mode in editor and was able to navigate to the Abyss store page.
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- █▍ ▍▋▉▊▆▌▊ ▍▊▌▇▊▍▉▍▆▄ ▅▅█▇ ▄▊▊▌▋▌▉ ▊▌▍▉ █▊ ▇▄▅▋█▊▆ -> ▅.▊ ▊▍▋▌█▄▌ (▍▇▌▍▊▌▅▌ ▌▉▄▄▆▌▍▋▅ ▇▅▌▄ ▇▊▉▆ ▅▇▄▊ ▄▍▇ ▉▋▌▊▊█▍ ▉▍▇▌ ▍▊▅▍▌ ▋▅▉█▇▅▌▊ ▊▇▊█▉▄▅▋▉)
test_generator_more_snapping_fixes -> main
Fix weird collider on test generator
Fix weird deploy volumes on test generator
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ferry terrminal basic puzzle
ferry terrminal loot when in T1 now has slightly better loot
Set sprite packing mode to enabled again, ffs
more_video_optims -> main
Save 5MB constantly being taken by the store modal - take the whole video out of memory when you go off the page
floating city 2 layout polish, better connection to casino barge
updated arctic base puzzle respawn for fragments
s2p
Only load in the shockbyte modal when we need it, not at initialisation
Code improvements:
- Config asset now inherits from BaseScriptableObject
- Better handling for invalid serialized data
Update sail prefab with rig
Anchor timed action
Codegen
Merge from naval_update/sails
Sphere tank and radtown now have a basic green card puzzle
merge from hackweek_crosshair_customization
Fix crosshair being visible in main menu
exported large sail animations
Sort steering wheel menu priorities
Trying another approach to compare with atlases: disable mipmaps on all store ui media
Water bucket and jerry can entity, hold type and anim update
Sails and steering wheel can only be placed on construction
Empty more store pageoverlay texture refs
Basic fragment always spawn at blue card desk, remove from green
manifest