13,600 Commits over 2,710 Days - 0.21cph!
More build cleanup, not much progress
New idea: what if we saved preprocessed versions of all of our prefabs outside of the assets folder?
Finally got a maybe working bundle out of this, still way too slow
Turn off root motion on viewmodel camera animator
Fix missions UI always appearing when a player connects to a server with BaseMission.missionsenabled set to false
Add support for the new has ammo layer on newer viewmodels to the Viewmodels test scene
Rename legacy animator field
Add admire support to the Viewmodels scene
Remove admire->idle transition
Add ViewmodelCameraAnimationSync component to sync the camera anim to the regular viewmodel anim
Setup on p17
Better parameters in FindAssets method, fix compile errors after merge
Merge from main (reviving this for hackweek)
▉▉▇▄ ▇▊█▇▆▄▍▇▄ ▋▄▇▆▇ ▍▉▌ ▍▆ ▉▊▌▊▍▊▊ ▍█▌▅ ▅▅▌▌▌█▌▄█▍▌▉▄▌▍▄▌▇▌█▄▊▇, ▌█▉▄▉ ▊▉▄ █ ▉▍▉▌▉█
▄▆▊ ▌▌▌▄▌▅.▋▆▉▇▆▇▋▌▋▍▅▋▊▄▅▉▅▋▇▇▌▊▆█ ▅▌▅▍▅▋ ▍▄ ▋▍▌▇▊▋▌ ▌▌▋ ▍▅▆▌▇ ▆▉▇▊ ▄▋█▆▄▍▅▆▇, ▅▋▊▄▄▄ ▄▋ ▆▌▌█▍█ █▅ ▊▅▅▇█▍█▌▄ ▌▇▆▊▋▇
▍▊▆█ ▍▄▅▌▌▍▋▄▍▅ ▍█▍▉▌▇ █▅▊ █▇▍▄▄ ▌▆▌▊ - ▊▄▅▄▇▋ ▇▋'▉▅ ▋▊▆ ▍▄▌▊▊█▄▊▌█▌▍ ▌▄▄ ▍▄▍▊ ▄▄▇▍ ▄▌▅▆▅▅ ▌▆█ ▄▅█▌▆█ ▅▋▌▄ ▋▊▇ ▅▉▊ ▆▋█▅▅ ▉▆▉ ▅▋▋ ▉▆▌▉
Use RaycastCommands for LaserBeams as well, turns cost of laser beam updates from 0.2ms to 0.1ms in outpost
First pass on moving the sound occlusion system into jobs now that we're on an updated version of unity
Keeps the frequency the same but moves all raycasts into RaycastCommands with a max of 10 hits
Can be toggled on and off at runtime via SoundOcclusion.useThreadedCommands convar
Fix junkpile_water_b and c getting their colliders stripped on the server, leading to items falling through the junkpile
Fix junkpile_water_a not properly removing components (this one already worked ok as far as dropping items)
Delete the sks item skin asset, prevents it from being crafted as a SAR skin
Update skin list
WIP sending a special death info to the player when they die due to sleeping in a safe zone
Hide the health bar of the entity the player is looking at while in ADS and the hide interact text while aiming option is set to true
Also optimised the health bar update method to remove an 80b/frame allocation and a 90b/frame allocation when looking at a building block (regardless of the ADS setting)
Send the cargo ship patrol path to the player, render it on the map
Better fix, roll the ladder root into the same entity flag toggle as the netting as we want to show them together
S2P harbor_1
Move the ladder on the rotating crane into a new root and toggle it via an entity flag toggle so it's only visible on the crane on the shore side
Added a new CanvasLineRenderer component that draws a line into canvas space given a series of positions. Supports a tiling UV and tesselation in the corners to smooth things out
One more tweak, align both condensed and normal versions with the same right offset on the amount text so we can maximise the size of the font
Use the condensed item pickup notice when displaying a pickup greater than the stack size of the item
Condensed item pickup notice amount text so it's more legible
Removed the parenting volume on the crane pickup piece, it would work when the crane rotates but not when it extends/retracts as our parenting system has no awareness of that movement
Fixed another case where the attachment collider wouldn't match between client/server, leading to flyhacks
Fixed a slight offset on the harbor crane pickup attachment that could maybe lead to flyhack kicks while standing on it
Added a parenting volume to this section so if the player is standing on it while it moves they should move as expected with it
Will need harbor S2P's for this to work properly
Fixed some edge cases where the planner was unclear if you could place an external structure if you had just slid down a surface
Fixed incorrect ShowBullet reload animation event configuration
Update harbor_crane_a to fix missing meshes
Fixed missing ShowBullet animation events
Fixed the new camera animation system on the minigun/flamethrower/sks not respecting the head bob client setting
Fixed missing camera shakes when firing the sks
Fixed sks firing animations early exiting causing camera clipping
Fixed missing ammo_true and ammo_false triggers, they're not used but are required for the empty state animator handling
Set up sks as skin of SAR, sks is no longer craftable
Fix SteamInventoryItem editor inspector not appearing for ItemSkins
thumb_up
10
thumb_down
110
Added a slight level of movement forgiveness when placing external walls, placing should now be possible while perched on something (where for all intents and purposes you're standing still but you might be moving an imperceivable amount per frame)
Short Ice Wall now takes 3 seconds to place
Fixed cargo ship not remembering which harbor it was docking at if the server was saved mid-dock
Fixed the quick move conveyor path leaving 0 quantity items behind when moving items
These get cleaned up every second in the item heartbeat but we need it to be faster because electrical furnaces have limited space and the 0 quantity items were making the conveyor think it was full and shut down
Reserialize all materials (1083 changes)