6,635 Commits over 1,066 Days - 0.26cph!
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
pool_cue_quality_fix_2 -> main
Fix pool cue quality breaking in first person when swapping between different cues
Fix fire arrow sticking onto the 3p bow for other players
fire_arrow_3p_fix -> main
- Fix hair and eyebrows being overriden
- Support charater slot in connections trings
- Pass appearance in client ready
- Save everywhere as character appearance proto rather than a string representation
- More code cleanup
- Ability to limit changing race/gender from predefined steam id original
- Add a 'connect to development server' in the browser for any developers playing on unity so we can easily go main menu -> test server
- Ownership checks
- Greatly clean up the player customisation backend
main -> character_customisation
Fix fractional reloads not working properly (mini crossbow)
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- Scale low grade + process time with food calories
- Cache consumable component
- 30 mins between stirs
- blanket 60 fuel required before each stir
- Filling/draining bar
- Better electric port setup
- Minor colour changes
- Ensure you need to be super close to the generator to be able to stir
- Setup lewis's new UI
- Stir is now a progress bar
- Minor mount/dismount changes
main -> biofuel_generator
computer_station_device_adder_fix -> main
Fix computer station hiding the text in the identifier input box at different resolutions
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- Ported over child controllers for a bunch of primarily one handed items
- Setup projectile animation sub system for weapons
- Grab animation reload length during bundling
- Medical tool setup
- Global mask support
Add mask support for grenades
muzzle_flash_optimisations -> main
Dont spawn muzzle flash for distance gunshots (I was showing flash as well as sound for all distant gunshots)
- Caused some un-needed CPU overhead for distant shots since they had particle systems
Don't run lights or particle system IK effects ion muzzle flashes if they've faded out
Lights and particle system IK were still running on the background for complete muzzle flashes that weren't yet recycled
With 20 bots firing AK shots simultaneously:
- Saves ~0.5 ms on particle systems
- Saves ~0.3ms on lights
- More savings with reduced shadow jobs and update handler not having to go over each of the stale lights
Around ~1ms in savings
nan_waterheight_fix -> main
Fix NaN values sometimes being generated for water level
Only use steam queries when we cant find the answer in our cached lookup (stops us flooding the initial network requests)
Prevented throttled qsteam lookups from dumping alll the previous quick join results when they return. This was causing quick join to populate then empty out at random times