3,572 Commits over 639 Days - 0.23cph!
Stop bicycle showing fuel interaction prompt
Always ensure terrain pushback is off when starting a spinout
Setup better item height
Applied to main menu prefab
Fixed non tagged servers from throwing an NRE
Adjusted scrollbar width
Better connection modal animation
Found and increased a bunch of other heights: orbit, death, patrol etc
Increase Patrol Helicopter ride height by 10 meters so it doesnt clip into jungle trees
Weaving time reduction to 1.6 seconds
Rewrote weaver with Burst ILPostProcessor
Booleans to enable/disable old weaving setup
Rename delta to be more clear
Fixed player metabolism being affected by low server fps. This would cause large times between frames and could affect food loss, bleeding, temperature jumps etc, building up our built in timer past its trigger amount and not properly bringing it back down. Unsure how greatly this affected servers, or the relationship this has between player update jobs and serial. Worth fixing anyway.
Fixed By:
Breaking up accumulated metabolism time into fixed‐size ticks rather than using the full accumulator. Always passing exactly metabolismtick to RunMetabolism and DoMetabolismDamage, and preserving any remainder for the next frame, ensuring metabolism advances in uniform intervals.
syncvar_improvements -> main
Use deferred reading mode
Brings weaving time down to 2.15~ on average
Improve SyncVar Weaver speed from 2.5~ to 2.2~ seconds
Only include precompiled assembly paths
Don't include the whole managed folder, just take Managed/UnityEngine and Managed/UnityEditor as depdency lists
Prevent slow-motion gibs for large structures destroyed in shallow water
Previously, when a large object was destroyed in shallow water, we treated the entire object as submerged and set the gibs move in slow motion (simulating underwater behaviour).
Now we sample a point higher up on the object to properly detect shallow water and skip underwater effects for gibs in that case.
Chippy arcade machine now shows health info
▋▆▋█ ▉▌▍▍▇▍ ▅▄▋▇▍▇ ▆▄ ▄▋▄▋█ ▇▉ ▄██ ▉█▍▄ ▌▆▉ ▅ ▅▆▄▌▅ ▌▅ ▄ ▌▉█▋▅ ▊▆▅▋▍▍▍▌
▅▌▆ ▇ ▆█▋█▋▅ █▅▆▋█▆ ▅▍ ▍▌▇▉▊▉▄ ▌▅ ▇▅▇▅ ▊▌▅▋ ▍▍ ▌▅▄▆▉▇ █▅▅▋▊▊ ▍▊▍▄ ▍▍▊▆▊
Due to the way different languages work I'm unable to just insert the terminology into the phrase, would require full duplicate phrases of every new respawn type. Unsustainable, so replacing all instances of 'bed' with 'spawn point' in every instance.
Improve spawn point notifications to use correct terminology and refer to the correct bag type.
Previously all messages referred to “bags” (e.g. “assigned a bag” or “You are now at X/Y bags”), even when the player was using a bed, towel, or camper seat.
Now:
• Limit reached and limit update messages use “spawn points” instead of “bags”
• The “assigned” toast now inserts the actual respawn type (bag, bed, towel, or camper seat) rather than always saying “bag”
Ensure canvas groups aren't interactable when window is closed
Fixed description text overflowing box
Scroll fade on description box
Header image and description properly parsed by header modal
Description scroll box
Padding and cleanup
Increased server information box
Hook up 'connect to server button' to our existing connection logic. Works perfectly
Fixed incorrect button prefab sizing
Hooked up connect modal to server list entries (now displays server title)
Hooked up cancel and quit buttons
Server entries have buttons
Setup simple button handlers
Fix dumb MenuUI2 bug, prefab misisng script?
Adjusted deploy guide for sleeping bag to match up with the new deployed version
Deployed sleeping bag is no longer off centre or off rotation.
(Sleeping bag was 3 degrees rotated off centre and centre position was offset from its true centre)
chicken_pie_info_panel -> main
Parse gene chance as displaying just 'increase' in the info panel rather than a solid value
instant_camera_ui_fix -> main
Phrase fix in camera overlay
Phrase build
Fix UI changes not working in some edge cases
instant_camera_ui_fix -> main
Use on flags changed instead
Fix is producing logic issue on beehives
bee_bomb_distance_changes -> main
bee boulder now matches the speed and distance of other catapult projectiles
Ensure set flash is set to appropriate light state on deploy
Ensure correct flash fx is played
Remove the ability to rotate local by Z