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Update: BaseRaidBenchmark - lay down basic benchmark timer collection logic
Will contribute to benchmark results, but right now don't have any relevant timers + need to rework how they are implemented.
Tests: ran the scene in editor
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More static objects found in safezones that no longer flag attackers as hostile:
Door and chair variants, sofa, elevator, phonebooth, refinery, slot machine, card table, blackjack table, more npc vending machines, toilet, mission container, shop front, big wheel, food crate.
Reimplemented server favouriting
Set the invis indicator on PlayerInit (connection to the server) to make sure client UI is synchronised with the server state
Allow setting labels to explicitly mark single meshes as read/write enabled
Clean up new loading status indicators
Bugfix: DemoBuildingsViewer - fix missing walls
- Manually pre-process prefabs to get around editor skipping preprocessing
- Add an editor-only override for Facepunch.Instantiate to not treat gameobjects as prefabs
- Gather building entities from all keyframes
Tests: loaded biggest base from my cleint demo - matches how demo renders it
Allow ch47 to transport new scientists in preparation of new heavy scientists on oilrig, they can't be "mounted" because they don't inherit BasePlayer, so a simpler parenting system was necessary
lock.key.item description update
further batched projectile improvemenets
- jobified position/rotation writeback, 10x faster
- adjusted HitTest to only populate some fields once for a projectile's lifetime (based on flag reset when it is pooled), some improvements
Tests: all projectile tests passing
Improve no build zone visual by adding a ring that gets brighter as you get close to it at any height.
Fixed pack showcace background fading in even when packs are disabled
Generic Pageheader component
demos styling, needs fixes
Hitting the following static objects no longer flag the player as hostile bbq chair, drumkit, hobo barrel, vending matchines, water catcher, workbench 1, xylophone, clan table, repair bench, food crate 1 and 2, crate basic, mine cart, food crate normal, medical crate, underwater crates
Play demos overlay foundations
Switch to RGBAFloat for fog images, looks better and matches the data we're using in the jobs. Still broken after loading though
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Anchoring a boat delays the long-range drifting to shore mechanic.
Raising anchor clears the delay.
Added PlayerBoat.AnchoredDriftDelaySeconds convar, initially set to 6 hours.
Added support for delaying drifting to BaseBoat.
PlayerBoat drifting now works, debug print drift status.
Drift collider hit status message now includes hit transform's parent name too to make it easier to identify what's being hit.
Refactor SetDimensions, now also sets parent trigger size and is also called after a load.
Disable individual hull parent triggers for now.
Fog of war works on death screen map
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Mute command now accepts a timestamp arg (same behaviour as ban command)
Fix fog not clearing immediately on spawn
Re-enable the BaseMountable visibility and dismount position checks I initially disabled now that things are setup properly.
Cherry pick
124952 (Pilot Codelock - added cinematic textures and materials)
Cherry pick
124858 (M15 Pistol - Updated cinematic textures with new ironsight)
Cherry pick
124293 (M15 Pistol - Added cinematic 4k textures)
Cherry pick
124262 (Merge from pilot_hazmat_dlc)
fix cloud config override issues
add all cloud configs to list on climate
fix inconsistencies loading weather preset/cloud config on server vs client
Fix NRE in LifeInfographicStat.GetText when it is enabled before UIDeathScreen is set up
Better initialisation flow for hardcore map, stops parts of it running when booting up in vanilla