6,039 Commits over 790 Days - 0.32cph!
Fixed store skin tile header text wrapping issue
Fixed browser not selecting a tab by default (regression from 144689)
merge from store_dashboard/menu_loading_changes
The main menu pages are now kept open during bootstrap and stacked one after the other. Right before the loading is released, we force rebuild their layout using a FlexScopedUpdate
This fixes a bunch of layout issues for pages opened the first time: single line steam inventory, squashed settings entries until we start scrolling...
Various cleanup, can now get rid of a bunch of hacks
Make sure you aren't teleported back OOB when coming back from the deep sea
Fixes boat exploding when exiting the deep sea near the edge of the map
Restore the models I deleted from main that are still used in that branch
Removed animator from sks
Added world.drawbounds: draw the valid bounds, terrain margin, deep sea bounds and deep sea portals
Fixed disable world prefabs pref not disabling for all paths
Added some logs to help solve the mystery of the missing deep sea portal
Moved drop controller and hero modals warmup to the home tab warmup
The main menu now instantiates its tabs, removed them from the menuui2 prefab
Saving any menu prefabs ended up taking a few seconds because unity had to reimport all the nested prefabs, its much better now
merge from storepage_boxes
Restore component box prefab
Tweaked cyclegameobject timing
Fixed loot not respawning on deep sea ghost ships
merge from doors_deploy_fix
Removed old includeAllDoors hack in DeployVolume, unused
Cleanup EntityListScriptableObject, removed unused code
Fixed all doors not deployable on top of prevent building volumes, regression from
141211
Started working on store data overrides via a json file
Refactored TryGetTakeover
Added mount pose tooltips and headers in the BaseMountable inspector
Removed the hack disabling vehicleAimYaw when using the cardgame pose, we now have a setting on the prefabs
Added 'Animate Vehicle Aim 360' setting to BaseMountable, toggles the vehicleAimYaw parameter update. It was affecting the mountable idle anim speed. It was not an issue before because our anims were just poses
Set to false by default, enabled for rowboat and steering wheel
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merge from naval_update/io_boats/privilege
Slight changes in GetPrivilege to support tugboats
Flame turrets deployable on boats
Shotgun trap deployable on boats
DecayEntity::GetNearbyBuildingBlock can now get boat building blocks
Added decayentity.debuggetprivilege, helps to see when we used the slow Vis rather than using cached priv
Boat building stations now cache the steering wheel in the buildable area
This avoids the slow Vis when building on boats and when HBHF sensors check privilege of detected players on edit mode boats
Minor HBHF refacto, don't bother polling privilege if the players in the trigger aren't elligible (dead or sleeping)
All tests passed
Added IPrivilege, implemented by BuildingPrivlidge and SimplePrivilege (vehicles, shelters)
Added GetPrivilege in DecayEntity, gives a building/vehicle agnostic privilege getter
HBHF sensors now use that, so they can work on boats
Set deep sea buoy flares LOD to dynamic so their distances are respected (LODGrid stops refreshing statics after >500m)
Fixed DistanceFlareLOD not refreshing on enable/disable, and fixed the broken fading