111,815 Commits over 3,928 Days - 1.19cph!
Added a new Particle system Ik fix using a new component - ParticleSystemPostIK
Instead of manually repositioning each particle in a job like the old system, this just runs Simulate in a LateUpdate after the IK pass so we preserve all the behaviour of the particle system
Requires Particle Systems to have Play On Awake turned off, so this won't work for systems that need to be toggled on and off
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Merge VehiclePlayerColliderFix -> main. Fixed out of sync mounted player colliders.
Disabled ToggleVisiblityTrigger on canyon volumes (WaterCullingVolume should handle the visuals)
Implemented WIP digital clock art
Tweaked the deploy volumes so you can't deploy it on itself
Fixed fishing not working in the new lakes and oasis's
See new LakeWaterBody prefab
Fixed Construction and TinCanAlarm empty phrases blocking phrase update
merge from buildingerrors_improvements
When showing the not enough ressources UI, hide any ongoing error toast and vice versa to avoid overlapping
errortoasts_debug is now saved to ClientInfo so we can get it server side when logging construction debug from the server
Merge from elevator_parenting
Reinstate lootpanel.cooking to the LootPanels scene
Merge from workcart_decal_fix
Merge from tutorial_button_resize
Merge from main -> full_server_demo_client_reader
Merge from monument_scenes -> main
- enable with `monument_scenes` convar (default: false)
Improved hotspot node y choices on wood piles
Pouch/Satchel rig/burst cloth setup
Remove all [MapGeneration] component since it's unused
- in future we are going to remove components from map gen scene in a different way
merge from main -> monument_scenes
merge from fix_cached_browser_query_parallel -> main
Switch cached browser queries to run in sequence instead of by parallel
- add `cached_browser_parallel` convar (default: false) to modify this behavior
- randomly scramble the order of the queries
Much cleaner behaviour on outside points
Belt pelt constraints setup
Added mantle/head back into prefab
Woodpiles ~
Node hotspot keeps spawning in the tight parts of the mesh - add an optional parameter to force it to spawn more towards the outside of the mesh
More changes to effects and sounds
Bone retarget on belt pelt bones
Swapped woodpile over to wood effects
merge from fix_steamworks_gcs -> main
Do not merge dropped items with a different skin id, fixes dropped wallpaper with different skins merging together
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Reverted my last change about the sleeping bag error
Check if the player sending the RPC has streamer mode enabled and edit any player name if yes
Fixed player names being leaked by the Blocked by player {0} errors when in streamer mode
Slow and obscure vision darts wip.
Update Facepunch.Streamworks with fixes that reduce allocations when querying large amount of servers from steam
Radtown S2P:
Fixed an odd looking hotspot in the flickering fluorescent.
Radtown S2P:
Distance flare range adjustments.
Radtown S2P:
Some lights stay on 24/7
Fixed script incompability breaking the fluorescent emissive material flicker
Have wolves react to player torches