139,831 Commits over 4,383 Days - 1.33cph!
Adjust the left side of the krieg backpack holster by 0.06m to better fit some large guns
Hair dye is now calculated with it's own random generation instead of relying on a combination of hair type and index
Should distribute hair colours more uniformly
merge from contact_image_rendering_fix
Gizmo drawer for hole shapes
Fit to mesh function
Improve inspector GUI
Render in editor for easier testing
Added a Clear active property block button to SkeletonSKin, will only appear at runtime
Fixed end of tutorial cinematic
Minor existing orders polish:
- Show 'no existing orders' if the vending machine is empty
- Ensure deleting individual orders calls the proper method
- Clear out the test entry
- Remove all button turns on/off depending on the amount of entires
- Fix remove all button not properly removing all the sell orders at once
Fix tutorial NPC using cinematic avatar (might need to remove the cine avatar entirely)
Minor polish on sell order creator section:
- Clear buttons now work to clear each of the item/cost sections
- Sell order button is now disabled if either of the item or cost sections are empty
- No longer auto focus on search - instead focus on it when you select a sell or cost item
- Empty the search area when you select on a sell or cost item
- Minus buttons set themselves as disabled if the amount is == 1
Increase walk speed animation to 1.5 (was 1.2)
- Add a loading overlay to the existing sell orders when anything is pressed
- Remove loading overlay after 200 ms (enough to cover most latency cases)
- New existing order container
- Setup remove all button
Merge from main (no conflicts)
Ensure the vending admin dialog can be closed
- Various cleanup
- Name changes
- Remove a bunch of debugging crap
- Ensure Remove All existing orders button is not a toggle
- Hooked up item search entry
- Properly linked up selection slot buttons
- Fixed a bunch of NREs
- Fix sell order creator amount boxes screwing the text when modifying the amounts (no need to allow change alignment)
Mortar explosion.
HDR tweak on explosion small for tonemap tweak.
Fixed loop issue on small explosion.
Attack prefab setup. Embedded on deployed like the cannon atm.
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merge from new_achievements_apr26
Fix BasePlayer.OnDied NRE
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Taking ownership of pooled paths in SetPath is wrong, many callers store and reuse their own path instance between calls, so a path instance could end up having two owners that overwrite each other.
To reduce surface area for bugs paths will not be pooled for now, and SetPath will copy into its own buffer not take ownership.
Display independant navmeshes with recast.draw
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update apartment_complex_monument/prototype
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Fix finding unoccupied rooms not checking the size requested, only if they are free
Start of code to handle upgrading rooms
- transfer items from one apartment to another one
Flesh out apartment conversations a bit more
Merge: from useplayerupdatejobs_purge
- Clean: Removal of UsePlayerUpdateJobs 0 and 1 code
- Optim: RelationshipManager now uses cached server occlusion results instead of running new ones
- Bugfix: stop NPCs/Bots writing tick history, corrupting internal memory
Tests: booted a server from a save and connected to it
Bugfix: avoid invalid tick transformation from NPCs/bots that would corrupt array header
- added an assert to GetPlayerTickIterator, only place where it's not checked by default
Tests: booted a standalone server with a save - was able to connect and run around
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merge from craftingqueue_blurrytexts_fix
Prevent turning furnaces & campfires on & off if there is a lock attached