6,674 Commits over 1,066 Days - 0.26cph!
syncvar_parallel_save_fix -> main
Fix SyncVar buffers being leaked when using parallel saves
biofuel_generator -> main
biofuel_generator -> main
main -> biofuel_generator
throwable_prediction_fixes -> main
- Fix beancan throw looking a little wonky
- Fix molotov not showing gibs on hit
Client predict molotov breaking
- would rather see broken fx and then have the fireballs spawn elsewhere than the molotov just not breaking
mountable_weapon_zoo -> main
Add mounted weapon zoo to help test/create animations for player mounted weapons
throwable_prediction_fixes -> main
- Reconcille thrown projectiles similarly to movement reconcilliation. Apply server corrected position and then replay and smooth in between client movements
- Send over velocity info so the reoncilled state also applies server velocity + tumble etc
Results in client sims that are way more accurate
- Ensure client ghost will properly detect its sticking positio
- Nuke the client ghost if we get a server stick message and server setup
Stop character creator windows moving when orbiting around
Stop c4 and satchels from matching roation when thrown
- everyone agreed it looks worse
Dont use none as a category
Start with 'none' and have a full body camera
Do the walk out animation first rather than the ground pose
Ensure you cant stir the biofuel generator when it overhangs an edge
Fix dismount not removing the stir bar
Ensure biofuel generator can be picked up even if its child is spawned
Fix biofuel generator flag collision
- Remove broken test stir
- Swap to idle
Add some more text to the screen in the biofuel generator
Add a 'needs stirring' electrical output so people can make circuits letting them know the generator needs stirred
Fix the deployment being the wrong way around
Add blinking 'processing' and 'blocked' text on the info display
Indicator + light notify LOD
Minimum of 1 fuel for even worse foods (grubs)
- Description
- Crafting costs
- Tech tree
- Have to restir after adding new food
- Show a little pop animation in the loot panel ui to show its been reset
- Make 'electircity required' show in red
- Turn off lamp and indicator if theres no power connected to the biofuel generator
- "stirring" -> "stirred"
Add emissive indicator lights:
- green flashing when done (fuel in and not food)
- green when cooking normally
- solid red when no food (to show its burning power)
- red flashing when needing to be stirred
Fix sheep failing the network range audit tests
Dont advise reductions when an object is using just regular unity lods - forgot binoculars would scale unity lods
Hide the spoon in the guide prefab
- Add stirring animations
- Add viewmodel animation
- Make generalised mounted camera anim system
main -> biofuel_generator