11,048 Commits over 1,950 Days - 0.24cph!
Fixed item loss UI notices on vitals not appearing (prefab was disabled)
Item loss notices are now pooled
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Tweaked sprite material on slot payout UI
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Increase raycast distance when finding elevator connections (150->200), some elevator shafts were so tall that they weren't properly connecting
Increased static elevator speed (2.5 -> 3.5)
S2P
Refactor gesture logic into it's own script and better track progress/start/stop on the server
Make id's for all gestures, send those instead of strings
Cache all gibbable GetComponents in AttributeSetup, saves time and garbage allocation during gameplay
Revert to old item colouring on slot machine loot panel
Added a loot panel name for some more scientist corpses
Fixed the wildcard entry on the slots payout widget not translating properly
Fixed the first slot machine that loads on the client having incorrect material applied to payout sheet
Revert ShowPushMenu back to IsStationary
Use velocity instead of rigidbody sleep state when allowing pushes on boats
Fixed slot machines on staging taking 10 scrap instead of 2 (store spin cost on settings asset instead)
Show a proper name ("Tunnel Dweller") on loot panel
Fix HostileNote NRE in scenes with no terrain (editor fix)
Reworked slot machine odds, bets are now 2 scrap and the jackpot is 1500 scrap
Fixed loot panel missing translation keys
Fixed some odds editor incorrect values
Fixed top floor door behaving inconsistently on static elevators (ElevatorAtFloor wasn't working correctly at the top)
Buttons in elevator shafts now read "Call Elevator" when interacting
Fixed elevator doors not opening if you called an elevator from the floor it's currently on
S2P entrance monument
Comment out DDraw in TrainEngine.Server
Server/Editor only OnDrawGizmosSelected in AIMovePoint
Elevators will no longer move if you go up or down a floor and you're at the top or bottom of the shaft
Fixes screen shake bounce happening when the elevator hasn't moved
Improved gib positioning for conditional models on building blocks (particularly stone foundation)
Fixed location of npc blocking slot machine
Add rottingflies.hide admin convar to disable flies pfx
Fixed duplicate gibs on workbench tier 1 and 2
Static elevators now default to the go to top/bottom option (can still go floor by floor by opening the full interact menu)
Fixed go to top/bottom using the same description phrases as the single floor option
Fix incorrect gib offset calculation on entities with multiple gibbable components on child objects that are moved/rotated
Trying out some more ways to bypass hold/deploy animations
Added three slot machines to bandit town
Fix not logging scrap spent on failed spins
Pulse emission material after a win
Adjust sprite material on payout widgets to change intensity based on time of day, they were getting way too shiny when lit by light sources at night
Hook up new jackpot particle effect
Spawn particle effect parented to slot machine so it gets aligned properly
Disable server side gameobject enabling/disabling every frame on hot air balloons
Refactor floating junkpiles to not run buoyancy if no players are nearby (player check is run in object queue so should scale appropriately)
Remove some allocations in ObjectWorkQueue
Remove gibbable component (static elevator lift is immortal)
Cleaned up some colliders and fixed physics surface
Fixed jittering when travelling down in the static elevator
Remove a redundant IsInvoking check
More foot ik work:
Remove new trigger added this morning
Fixed foot placement IK ray mask hitting incorrect vehicle layers
IK position is now stored in local space so it's smoother when going up and down in elevators (no prefab changes required)
This also fixes crouch foot dithering in while standing on vehicles and should improve IK stability in scrap transport heli's and modular car trays
Fixed hand IK grip targets in workcart cabin