5,252 Commits over 823 Days - 0.27cph!
Reimplement
138911 (turret dryfire)
boatai_leftover_logs_2 -> main
Move development build logs into a convar instead (to give us more control of when we want to print)
Codegen
ballista_mounting_fix -> main
Fixed mounted ballistas flipping the player view when mounting.
This was caused by a change on cannons (to support parented cannons on boats).
Now only apply the parenting logic to cannons and not the regular Ballista entity.
autoturret_improvements -> main (passed unit tests)
Since we are no longer forcing aim direction packets constantly we need to save/load the aim direction as you would expect.
Setup new overloads to BaseNetworkable GetConnections methods - this allows us to pass in the existing group of an object and avoid doing an expensive GetGroup() calculation.
AutoTurret's will now only run idle tick provided they have a connections nearby. This means auto turrets with no one around wont do their rotations left and right
Move auto turret idle calculations back to the server:
This was required since target acquisition uses the current angle of the turet and this will need to be synced between the client + server.
Having the client do it would result in mismatches.
travelling_vendor_spawn_prechecks -> main
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with
sign_painting_ui_escape -> main
Pressing escape will now save and close the sign painting dialogue (it only saved before)
autoturret_improvements -> main
Fixed offline tick (turret pointing up) being overriden on the client by the idle tick
Ensure loaded turrets respect their client orientation properly
main -> autoturret_improvements
- Fixed turret not starting with Vector3.up when offline - still needs a little tweak
- Constantly face to correct target
- If not being controlled turn off client idle tick
Ensure a turned off turret won't try to predict movement on the clientside
Run rotate at 10hz rather than 20hz.
Run send aim direction at 10hz rather than 20hz.
Run look for targets at 5hz rather than 10hz.
main -> autoturret_improvements
Revert
140177 - needs more investigation
boat_ai_boxing_fix -> main
BoatAIInstruction uses nullables to get around the 1 allocation per queue add (thanks Daniel!)
main -> boat_ai_boxing_fix
notification_custom_link_support -> main
Allow external/internal arguments to be passed
Can now create notifications with custom links
syncvar_autosave_trimming -> main
Don't generate autosave/autoload boilerplate code if an entity has no autosave syncvars
Wasn't an issue before but we are getting more and more syncvars so its worth it now
auto_populate_entitylist -> main
auto_populate_entitylist -> main
Can now specify a label at the top of an EntityListScriptableObject - this will look up and auto add all BaseEntities with the specified label.
For example: an AllDoors EntityList with 'Doors' label will be full auto populated with all doors in the project when the manifest is updated or 'Tools/Update/Entity Lists' is ran
Just keeping this to doors just now for testing
quick_craft_improvements -> main
- Made both convars 'Saved'
- Enusre memu points to the right one
- Codegen
main -> quick_craft_improvements
- Improved steering all around
- Removed the jiggle
- Increased far point distance
- Allowed 0 movement to be a valid case for the context direction
- Gas pedal forces 0 with a 0 movement direction
Scientist Boats: Add hysteresis to the gas pedal. Boats will only reverse provided the dot direction is high enough and the flip gate is open
boatai_boxing_fix -> main
Implement IEquatable to bypass the ::Equals usage (when adding to a set)
quick_craft_improvements -> main
Dont downcast list type when passing as an argument
Fixed menu slider being set to an integer value (now float)
Menu scene changes (missed file)
New change: prevent the quick craft menu from updating if you are pressing buttons, it's subtle but this stops a spam click making the button dissapear before you are ready - makes it a bit easier to see what's going on
- Fixed the favouriting button not working (include it in the hash calculations)
- Adjusted menu setting
Reintroduced inventory.quickcraftdelay
This prevents you from spam clicking a quick craft button if the menu has recently refreshed, preventing misclicks.
Added a menu item, so its adjustable not just with a convar
main -> quick_craft_improvements