113,597 Commits over 3,959 Days - 1.20cph!
spawn.cargoshipdockingtest no longer needs a parameter if only one harbor is present on the map
Fixed bridge spawn curves on both harbors by implementing a new UseToggleMode option on the proximity manager
When this new mode is enabled you can use a constant curve mode and the entity will move over time to match the desired point, this allows the bridge to continue to move even when the cargo ship has come to a rest
Fixed swing bridge not marked dynamic LOD
Fixed new cranes missing metal bullet impact fx
Fixed misaligned harbor drop points
Fixed swing bridge not swinging on harbor_1
Fixed ramps on both sides of the swing bridge swinging with the bridge
S2P both harbors
Unsaved cine mat setups for minigun
Added a collider to the arm piece that grabs containers on the crane
Fix container dressing prop LODs not marked as dynamic
Further handling work. No longer need smoothSteerAngle var.
Merge from harbor_tweaks_4_cargoship
Undo acciddental bootstrap physics edit
Add sidecar bike to my test map
Ensured trigger is set properly on one of the harbor 1 cranes - prevents flyhack kick
Added a more accessible harbor 2 cargo path
fixed ramp/bridge mesh overlapping when rotating
Add LOD fading integration
Added SSS support - doesn't pass through to deferred stage but compiles
Add `ui_pool_max_list_size` convar to fix UI instantiation lag until unity 2022
Set default max list size to 1,000
Don't pool any lists > 1k
minigun spin + gunshot sound WIP
Running all speed tree animation off of one clock with various sub-element oscilations now calculated in shader, to make support for motion vectors easier.
More work needed to see if this isn't duplicating effort.
Fixed Fluid Switch Pump being unwirable
Screen content iteration.
Oscilloscope.
Fixed incorrect terrain height in harbor 1
Re-enable tooltip text for single vendor names
Replaced old cranes in harbor_2
Replaced old portacabin meshes in both harbors
Added doors to all portacabins in harbor_2
Fixed missing ladder trigger in harbor_2
Moved one of the light switches to the rooftop in harbor_1
Merge from bradley_scientists
Updated stationary scientist AI design.
Switch scientists to stationary AI design instead of immediately killing them if the Bradley gets destroyed.
Fix nexus map not appearing until you close and reopen it
player update. p17, glock and m92 pistols entities and override controllers updated to use new pistol anim set
Change the zone details on nexus map to use flex layout
Use a separate prefab for the zone labels on the details panel vs. the map markers
Merge from main -> 2022_3_20f1
Added support for LOD cross fade
Added a stationary AI design and fille.
Updated Bradley scientist prefabs to reference it as an additional design.
Fixed a bunch of naming inconsistencies across IO entity handles (e.g 'Power' instead of 'Power In')
screen placement position move
Fix right clicking attachments going onto held gun instead of into open backpack