128,622 Commits over 4,140 Days - 1.29cph!
When moving backwards and accelerating, actually accelerate instead of brake
Improved speed-based steer angle reduction. Better max speed calculation.
Fake a lower centre of mass, less anti-roll needed, better handling
Even more driving physics tweaks
Preserve the original name of slots so they get restored when removing a custom name
- Fixed wheel visual glitching when entering water etc by providing the right layer mask.
- Properly added the wheel smoke FX from the sedan.
- Some driving physics tweaks.
- Added handbrake, although it's really just a fancy version of the brakes.
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Add a menu to rename IO entities and their inputs/outputs
Better IK positions on piano
Proplight prefab conversions
Add some car audio files (originally from WiseGuys)
Scene backup.
Lantern post conversion.
Fixed intermittent decals on cargoship; set mesh compression to low on models using decals to disable vertex format compression
Fixed a couple mesh colliders using read-only meshes in Hapis and cargoship
Fixed NRE on ent kill cargoship
Added a favourites category/tab to crafting menu, lists any favourited items there, too.
Show (placeholder) favourite icon on any favourited quick craft items.
[D11] [UI] Adjusted visuals and size of player corpse info on HUD to be more readable. (WIP)
[D11] Fixed reverb trigger zones in the bandit camp
"Favourited" items appear first in the quick craft items, then ordered by most crafted.
[D11] Increase read-timeout from 30 secs to 1 min
[D11] [UI] Fixed text wrapping on server name in loading screen.
[D11][UI] Placeholder update screen and removed unneeded code in networkserviceport
[D11] fix for SLODs being pink in hdrp. Added a shadergraph shader which is uses the LitMaster plus an extra node which applies the dithered alpha clip. It's a bit of cheat because you can't have custom function nodes which don't connect to something, so I'm just passing the model's alpha through my function, and doing the dither clip as a "side effect" of the function, but I don't see why it won't be robust. Tweaked the other inputs to LitMaster to try to make the slod models look similar to before, this could do with more artist tweaking, and generally the (cross)fade could be more polished.
+ a water compile fix that I missed from a commit yesterday
+ a foliageASE instancing fix I missed too
Tiny perf convar tweak (4=ping, 5=everything)
very wip quick craft item pinning.
[D11] Resubmitting Launch Site & Bandit Town updates as SceneToPrefab -> Update All doesn't seem to have processed them correctly
[D11][UI] Added placeholder button for update page
[D11] [UI] Fixed loading spinning in Workbenches being white box instead of actual icon.
[D11] Fix to SceneToPrefab and World.Spawn for handling negative scaling - Re-exported everything with SceneToPrefab
FuelGenerator.FuelConsumption is now also started when loaded from save
Quick craft miss-click prevention: added a small 0.75 second buffer when the quick craft list refreshes. If you click a different item to the previously clicked item within this time period, it gets ignored.
[D11][OPTIMIZATION] Netowork fixes/opts. Not sure why the array problem reared its head all of a sudden.
[D11] [UI] Leaderboards Online Check WIP.
[D11][UI] Fixed virtual item icons displaying wrong amount in Create server menu
Middle-click a quick craft icon to add x5 to crafting queue
Fixed fuel generator not updating current energy after spawn / load
[D11] Removed experimental HeapDump stuff.
Right click a quick craft icon to remove it from the crafting queue.
AutoTurret is no longer pooled on the client since it's now an IO entity (which currently do not support pooling)
created piano gibs and added to piano prefab