10,950 Commits over 1,950 Days - 0.23cph!
Grenade arc visualiser starts at the viewmodel hand rather than the camera position (centre of screen)
Improved handling when throwing through narrow slots (use a raycast with thickness to tru and account for the size of the physics object)
Improved visual look
Break out the tea bufs and the poison side effect into separate UI elements in the inventory and the health bar vitals
WIP poisoning - if a player has more than three teas active they get a negative poison effect
Currently triggers a screen post effect and slowly ticks down both hydration and calories
Kicks in at 30% effectiveness when at 3 concurrent teas, 100% effectiveness at 6 teas
Added fall damage tea, halves incoming damage
Add weapon reload tea, all weapon reloads are 50% faster. Works on fractional weapons as well
Added cold and hot protection teas, clamps internal temperature to 5/25 degrees respectively after any clothing modifers are applied
Tea buffs UI should now work when spectating players and show the correct players buffs
Added temporary icons for all new teas
Deploy speed change is now represented on third person model via new ModifierSpeedController on the deploy state
Experimenting with a tea that doubles speed of weapon deploy animation
Currently only displaying on the viewmodel animations, not the third person model
Added an auto smelt tea, automatically smelts metal/high quality metal/sulfur ore in the players main inventory into the their respective smelted forms every 5s.
Will stop if inventory is full (so you don't leave a trail of smelted ore while travelling)
Added a health regen tea, slowly heals the player by 1hp/s if they are not in combat (not been attacked/attacked something else for 15s) and have greater than 0 food and water
Add explosive sense tea, shows an arc and blast radius when throwing explosives
The arc terminates at the first collision, so it won't be 100% accurate due to bounces, rolling, etc
The arc only appears while holding down the throw button
Only hooked up on the F1 grenade for now
WIP rigidbody arc visualisation
Implemented a tea that doubles the speed of recycling
Fixed a bunch of issues with the sense particles, they now work in world space and don't break with motion vectors
Cherry pick
88565 from tutorial_island (show proper tree materials/meshes via gizmos)
Fixed craft speed tea increasing duration rather than decreasing
Fixed NoZTest particle shader to use the colour applied to the particle system
First pass on a tea to sense animals through solid surfaces
Enables a particle system with ZTest disabled if player is within 50m, currently only added to wolf prefab
Add crafting speed tea, increases crafting time by 50% for the duration
Added an underwater breathing tea
Increase size of tutorial loot box, seems to fix intermittent interaction issues
Apply same fix to scientist at end of tutorial screen
Fixed bear prefab info not populating properly on death screen
Added a mission stage to pick up items from a player corpse
Added a new mission stage that makes the player respawn (between cooking and bear hunting)
HQM ore will no longer drop from nodes in the tutorial
Updated some help prompts
Fully hide workbench tech tree button, don't just make it non-interactable
Add extra bit of dialogue to the first conversation so it's clear that it's a multiple choice
Fixed broken kayak prefab after merge
Added a big invisible collider under the jetty to stop kayaks getting stuck after placing them
Reduced GC in cluster generation by preallocating a bunch of appropriately sized MapMarker lists
Made tooltips use pooling
Use a HashSet when calculating marker clusters, makes generation twice as fast (3ms = 100 vm's goes to 1.5ms)
Prepool 25 shop markers and clusters so first run is faster
Improve performance of vending machine screens
In a test of 200 vm's in network range, the cost of updating these screens is the highest single cost in the game (about 0.46ms a frame)
Updated screen script to use new NotifyLod system to use the regular LOD system rather than checking camera distance every frame
NotifyLod now turns off the screen component when out of range, completely removing the runtime cost if the player is more than 15m away
Reimplemented the fade in/out that was commented out due to a memory leak, reimplemnt it with MaterialPropertyBlocks for better performance
Updated all vending machine prefabs, monuments will need a S2P but backwards compatibility is preserved so they can still run in the old mode
Fixed big light in vm camera
Add viewmodel camera support to metal detector, use EffectParent on light objects
Potential fix for GetFacingLiquidContainer NRE
Potential TryGetAimingModule NRE fix
Removed the worldmodel meshes as they were identical to the skinned meshes and not used anywhere, they'd still be included in asset bundles and loaded though
Fixed duplicate LodGroup on heavy scientist figurine, fixes a warning when the worldmodel is spawned
Add support for an alt aim animation, currently just set locally and not via ModelState
Used to switch to the slow detector sweep on the third person shadow model as the player gets close to a target
Fixed dragon launcher being craftable
Fix fishing not working
Fixed exception when changing servers (PopulateShelters)
Switch renderers on lots of physics projectiles back to Default instead of Physics Projectiles as we don't render Physics Projectiles
Any colliders were kept on the Physics Projectiles layer
Affected projectiles:
40mm_grenade_he
rocket_basic
rocket_heatseeker
rocket_hv
rocket_smoke
TorpedoStraight
sam_ammo
Dragon launcher is now compatible with viewmodel camera
Fixed non-matching condition amount
Fixed spear being listed as stone spear skin, now wooden