199,787 Commits over 4,140 Days - 2.01cph!
update scene lighting data
Building manager now only loads buildings that the map actually uses. Improves loading times around a minimum of 25% (testmap_small, which needs most building types anyway), and removes the need for the loadBuildingDefinitions Tools flag (which was used to make maps with no buildings load faster).
Remove an old time printout
New testmap_smallest. Loads super fast, still has gang buildings but no jail.
Can't select other items anymore while holding a carryable
Update UI immediately on pickup/drop
Simplified, more open gang buildings. Had to rebuild building IDs, hence the extra "changes"
SocketMod_AreaCheck tweaks for Alistair
Fixed guntrap, spinner, tunalight being destroyed after upgrading / rotating wall
Just starting a branch where I might check out the bugs with loading building definitions as needed. Problem is the building definition, when it loads, often creates stuff that it then later decides to call Destroy on. But Destroy takes one frame. So if you load definitions as needed instead of on startup, the extra stuff is still there when the actual building is spawned and you get extra meshes like bonus floors. Need to either delay things somehow, or make sure all the destroys also set the parent to null to kick stuff out of the heirarchy, or set some sort of invalidating flag.
Revert building manager change as there were bugs, since loading building definitions needed to wait a frame to work properly. Started a branch to maybe look into it.
Revert building manager change as there were bugs, since loading building definitions needed to wait a frame to work properly. Started a branch to maybe look into it.
Some more temporary measures to get into a network game on ps4 - disable encryption on both client and server, avoid procedural levels which are taking too long and running out of memory. Also remove a bit of spam logging I left in raknet by accident.
Fixed small signs breaking when upgrading / rotating wall
Small signs can be placed on shelves
[D11] Initial support for console controller - wip
merge from procmap_puzzles_polish
more fixes for wooden sign placement
[D11] Allow controller to respawn on death
We now calculate a cap modifier that's the total of all the active needs to ensure that needs act as a mood penalty.
Various fixes to needs stuff.
water lilies for swamps and lakes (models/textures/prefabs)
New skin cache version (force-refresh normal maps)
old book materials and textures + 4 pile variations.
individual book prefabs. no lods, 100 triangles and under for each.
Changed how IsBusy works with input.
updated viewmodel with toms new c4 model
updated deployed, world and entity prefabs
tweaked entity holdtype positioning
tweaked hand position on anims to avoid wire clipping thumb
removed additional c4 model prefab
Research table looting exploit fix (attempt two)
Can place storage boxes under research table again
Fixed imposter baking bounds failing in certain cases (e.g. reeds)
Fixed potential NRE in water culling volumes
Fixed RendererLOD to ignore impostors for mesh batching (still hw instanced)
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Merging global fixes from bandit_town
Avoid deleting components from Scene Camera to avoid circular dependencies; disable instead
[D11] Try building assets for StandaloneLinux64 and output message in client failure to teams
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Added input.GetKeyCode, works opposite of input.GetKeyName
update temple A env
fix sorting between capture point and smoke FX
Fixed Player and Entity.__newindex crashing the game when assigning non string keys onto those entities.
A marker can now be placed in the building editor that determines where the gang safe goes. If there is no marker, the safe will try to find some space on the first floor as before.
Fix error on quit in editor
Testing tree and bush impostors
AI edit, now looks properly for allies.