126,704 Commits over 4,109 Days - 1.28cph!
▇▆█▊▋▉▇▋▍ ▍▆▅▋▇ ▉█▊▌▍▇▉▊█▍▌▊▋ ▇▄▉▄ ▉▊▇ ▇▍▅▅▄ ▇▆▆▍▋▄▇ ▆▊ ▍▊▋▉▌ █▇▋ ▌█▌▄▋▍▋█▌▊██ ▍▉▆█▋▊▄
Electric Table Lamp - Blockout, initial prefab setup
▇▊▄▆ ▌▋█▋▋▅▋▉█ ▆▅▅▋▊ ▍▉▇▅ ▄▆▊█▄ ▅█▍▆▄▌▇▊ ▌▉▋▋▅▋▋
Buoyancy flow force can be disabled per instance.
Brought back videos to the home screen
Setup backing images that turn on and off with blur etc when you move from home to play and vice versa
Implement new loading screen UI and warning message
Store URL navigation support
Updated gesture icons resolution
Gesture menu progress
- Layout and style update
- Locked gestures are spawned at the bottom of the list, with a button to jump in the store
Remote controlled (computer station) autoturrets using the minigun now require the minigun to be spun up with the primary shoot button before it shoots bullets. After 10 seconds of no shooting input, the turret stops spinning.
- Some general code cleanup included
- Performed in-editor functionality testing
- Performed compile error checking
Autoturrets using the minigun now behave similar to how a player has to use them and do not spin constantly. The minigun starts idle not spinning and then when a target is found it will spin up before shooting. After shooting, 10 seconds without a target is needed for spinning to stop. Video of the new functionality: https://files.facepunch.com/jacob/1b0411b1/Unity_bwwHDhX2zx.mp4
- Makes use of new ITurretNotify code interface methods
- Non-autoturret (player-held) functionality remains unchanged
- Some general code cleanup included
- Performed in-editor functionality testing
- Performed compile error checking
- Fixes to come for remote controlled autoturrets (computer station) using the minigun and Attack Helicopter attached miniguns
Add movement speed to armor information
Fix modal positioning on play page
Setup dropdowns on each tab group
Animations on dropdown
Prevent server browser soft mask fade from hiding a part of the regular scroll box view
Fixed scrollview content pushing filter to the middle of the screen when drop downs are closed
Prevent soft mask fade from hiding a part of the regular scroll box view
Recreate server browser tab groups as prefabs
added batched water tracing and various supporting features
- GamePhysics.UseBatchedWaterRays convar to disable for perf comparison, will remove eventually
- NativeArray/NativeList expansion can optionally use power of two expansion
- Added native-friendly query structures for TerrainHeightMap and ShoreVectors, can add more querying functionality as needed but keeping it lean for now
- Modified test cases to be more lenient on float comparisons as Burst compilation introduces variance of around 1e-8 in position results on waves which is more than acceptable
host a server modal styling
Server browser filter section now starts at the top of the filters
ghost ship interior progress
Fix search bar close button being offset to the right when clicking
Fixed the refresh buttons pixot being offset
pilot hazmat pack sitem and skins , placeholder prefabs for skinned items
Added Medical Trolley Prop Prefab, Textures and Models
Setup Medical Trolley Prop Materials, LODS and Colliders
Change UI sounds and fix NRE when deployed in third person
Add Lowered property for anchor.
Raise/lower radial interactions.
Basic cancelling out of thrust when anchored.
Animations and Server browser tabs
Anchor prefab/script setup.
Manifest.
Resolved SpinUpWeapon Animator warning when Minigun is put into a turret and not active/enabled yet
Update Gesture icons to 512x512
When weaving SyncVars it was possible for the threaded ILPostProcessor to be trying to access a dependency DLL at the same time as another thread.
Going to use Mirrors ILPostProcessorAssemblyResolver which uses ConcurrentDictionaries and retry + wait behavour to get around any Windows file locks.
Minor modifications to ILPostProcessorAssemblyResolver, slot in with out existing code.
Editor + Build
Bugfix: BaseRaidBench - audio no longer missing
This aligns it with running from game menu, so standalone editor runs now also struggle under AudioManager lag.
Tests: ran scene + ran `benchmark BaseRaidBenchmark` from game menu
Fix scientists looking at your feet instead of your head
merge from minigun_3p_fix
▍▄▅█▋▇▊ ▊▇▄▉▋▅/▄▅▊▉█▇ ▇▇▇▍▇▋▌█ ▍▌ ▊▅▆▋▌▊+▆▌▌█▅▊ ▄▉▋▇▋▆ ▋▌ █▉▊▋▌▌ ▉▅▌▊▍ ▌▊▋▊▍▇▍▇▇▌ ▌▊▍▅▊▆▌▆▍
- ▄▊▋▄▇▄ ██▌▍▄▅ ▍▆█▆ ▄▇▌ ▌▄▋▌▇ ▄▊ ▌▊▉ ▅▊▋▌▌▊ ▇▄ ▉▇▊█▌▅█▆▊▍█ █▍▊▍▄▇ ▌▆▋█▄▋▅▌▍▋▇ ▇▆ ▅▉▅▅▉▄▅ ▇▆ ▊█▄▇▋█▅▊▉▊
- ▋▉-▄▇▉▊█▉▉▊▍█▅ ▍▇▌▍▇▋::▅▍▌▄ ▊▊ ▇▇▊▄▋▊▆▅▊▊▋▄▅▊█▄█▊ (▋▇▅▆▅▄ ▍█▌▌) ▇▊ ▌██▋▅▇ ▌█▋▍ ▊▆█▆▊▋▋▊▆▅▉ ▅▆▆█▄▆▊▅ ▆▋▇ ▋▍▋▆▊██▅▆ ▍▌▋▋▍▌ ▌▇▅▋▅▉▆
Update: editor benchmarking runs now consistently set benchmarking flag
Tests: ran RaidBenchScene in isolation and all bench scenes in series - no exceptions
Update: add BaseRaidBench to the benchmark scene list
Tests: ran the benchmark command - it did execute my scene, but also started lagging as heck
Update: BaseRaidBench - set batched mode as default for scene
Update: BaseRaidBench - restore global state at the end of the benchmark
Tests: ran the scen
Fix some issues running the editor using bundles instead of repo assets
Server browser design clean up