129,503 Commits over 4,140 Days - 1.30cph!
Added AIThinkMode to base brain, all brains can set their think mode: interval or fixed update, as well as individual tick rates.
Moved a bunch of ShouldThink/DoThink logic to base brain so it can be used by all brains instead of each having its own delta implementation, age tracking etc.
Added "time in current state" to debug display.
Moved brain states to a new shared enum, AIState. State constructors set type.
AddState no longer requires a type parameter.
States are now automatically maintained, in a dictionary.
Reworked current state handling to be a state ref, not using array indexes.
Hooked up gizmo drawing to brain, calls it on any active state for debugging.
Added basic debug rendering info to base brain (current state name for now).
Get movie maker working again after merge. Disable demo text.
Moved client gib creation to a new virtual SpawnGibs method that gets called from DoDestroyEffects
New SeasonalTimedExplosive class to manage gibs since we can't disable the gibbable on the gameobject any more
Fix a player getting stuck in the recent drivers queue of a car if the queue has multiple drivers in it
Check server state in CeilingLight growable refresh (like the GrowableHeatSource component)
Spawn all car gibs
Tweak position/rotation calculation
Update BillBTestMap for the new Unity version
Fixed wounded players blocking server-side projectiles (rockets etc) as if they were standing up. Collider height is now reduced while wounded.
Fixed incorrect PrefabID on vehicle_parts.prefab (it had the ID from DoPrepare being run while the prefab was open in the prefab stage - see #53749)
Fixed car conditional gibs not working
Added a uniqueId field to Gibbable to help identify specific components in situations where we need to only deploy specific gibs (like with car components)
Fiddling with the bootstrap scene + TMP to get rid of font texture duplication
Fix GetObjectID returning a blank path if the GameObject passed in is currently open in the prefab stage (prefab editor). Was causing some incorrect PrefabIDs to be set on DoPrepare.
Tweak force position when paddling
Halve push force if floating in water
Rename kayak seats for consistency
FXAA doesn't work well with large (F9) screenshots. Disable AA for large shots, but only if it's FXAA. Also added an enum for the antialiasing types.
Fixed gib rotation
Prefab cleanup
Fixed fuel storage not being accessible on RHIB after collider update
Fixed bugs that didn't account from default state. Fixed death screen padding issue.
Renamed for /main consistency
Powerplant invisible light fix
Merge from TMP_Text update optimization
Bailing on SetVisible on all IUIScreens
Fixed protobuf/generate.sh DOS line endings (breaking unix shell scripts)
Fishing village
Boatshop emblem prefab setup. rope mesh, buoy and new shop texture for rowboat
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Added AnimatorLOD to water pump, fluid switch and smart switch
Fishing Village
Various decorative floats and buoy rings/lods/collision and prefab setup.
Materials and textures.
merge from trainyard_path_fix
Airfield fixes & related mats/prefabs
Fix doors checking for blockages when opening if checkPhysBoxesOnOpen is false (fixes garage door getting stuck closed if a vehicle is stuck in it)
Merge ScreenshotChanges -> Main
Fix modular car conditional object NRE that could occur when adding a new module to a chassis, if the following out-of-order scenario occurred:
- Server creates the module entity and saves it to client with socket index -1 (no socket)
- Server adds the module to the car with socket index now set
- Server saves new socket index to client
- Client creates the module entity and calculates socket index correctly
- Client loads new entity, socket index incorrectly reverts to -1
- Client refreshes module conditionals, bad socket index causes NRE
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