12,367 Commits over 2,588 Days - 0.20cph!
Remove the Services window in the menu bar
Add an option in the editor prefs to re-enable it if we need it
Merge pipes into a single mesh based on distance and matching material
Unsaved, spawn grid command
Switch the PipeMesh mesh upload process to use SetSubMesh instead of SetTriangles which allocates a bunch
Calculate normals for industrial pipes in the job, not on main thread
Seems to be about 15% faster on main thread and removes some allocations
Also enabled burst compiling on the job itself, seems to be 10-20x faster but that doesn't help us on the main thread (can't hurt)
Added 3 new tests for industrial pipe generation, ensuring the vert count and normals are generated correctly as well as a general performance test
Fixed the player sometimes transitioning to standing animations while swimming near the surface of the ocean
Involved fixing a clamp that has always been there and has never worked that minimises vertical input when at the water level
This fixes the issue but seems to make jumping out of the water a little harder as the player is much more aligned with the water level, will need some further testing and possible changes to the water jumping mechanic
Fixed NVG scientist heads not appearing on trophies
Better fix, use a TerrainPlacementBlocked component
Subtract
160438, would have had unintended side effects
Painted the area around the crude pumps at dome with road topology to prevent trees spawning there
Updated to use the correct arms only viewmodel
Stats boilerplate, save load
Sleeping behaviour
Add checkbox to spawn a hand model at runtime on BaseViewModel
Should allows us to delete the hand mesh from each viewmodel which is just a duplicated mesh, save some memory
The hand mesh itself is pooled, didn't seem to make a huge performance difference
Deleted hand model from building planner viewmodel as a test case
Fixed loot satellite clan event
Hooked up gas pumping sounds
Merge from PlayerMaintainedMonuments
Subtract
159563 (will need to s2p to be safe)
Merge from PlayerMaintainedMonuments
Satellite launch computer now requires stage 4 power
Whoops, that should be stage 3
Also applied to small oil rig
Oil rig now requires stage 2 power plant level (50%)
Remove satellite event chat log
Fixed power icon on satellite computer
Added clan events:
Turned on oil rig switch
Turned on water treatment plant (awarded when the gear is consumed)
Inserting a heavy fuse in power plant
Launching a satellite
Looting a satellite crate
Scores wip
Removed strings in entity names of airdrop rate terminal and chinook call terminal
This will break saves, better to do it before force wipe
Demo compatibility layer should ensure demo compatibility
Doubled cull distance of airfield terminals
Merge from water_treatment_plant_maintainables
Expose where to implement an analytics event for fuse inserting
Fixed fuel tanks missing from HLOD at dome
S2P
SceneToPrefabTag inspector will now only show the SpecificLOD field if UseSpecificLOD mode is enabled
Merge from boombox_volume_interact
Added a raise/lower volume interact prompt to deployed boomboxes
Moves in 20% increments, can't go lower than 20% volume, starts at 100%
Unsaved wip from yesterday
Added serialized name for animals
Extend LookAtFarmAnimal that we used for chicken coop to display livestock animals
Added ai.renamelivestock convar
Remove an unused 2mb texture from the chicken coop UI
Boilerplate for animal breeding, triggered via console commands for now
Better transition if animal starts moving while grazing is ending
Nudge the air drop freq button over slightly
Merge from airfield_maintainable_features
Clean up the airfield debug convars
Fixed Pressbutton_compact animation not working
Added an option to ChargeUpIOEntity to require a trigger once it reaches full charge
Enabled on both airfield terminals, triggered via a new button on the terminal
Livestock now gets saved, unlike other AI
This has caused massive problems in the past, so yolo I guess
FSM isn't saved/restored but we can probably get away with that
Livestok animals now flee if a loud noise like a gunshot is heard nearby
Fixed missing interact collider on lamb
Fixed following behaviour not working due to grazing taking priority
If an animal is hurt while being led they will forget about who they were following after they flee