113,356 Commits over 3,959 Days - 1.19cph!
Added console command to spawn vendor near road
Wheel colliders rotated
Collision detection moved to continuous
Fixed animator hasAmmo param not getting populated
Cherry picking various changes from client_server_fields (fixes various serialization layout compile errors)
Merge from gate_serialisation_fix
Stomp gates.external.high.stone and gates.external.high.wood with the versions from
96185 and manually apply the change from
96208
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player update. edited 3p ak47 anims
Forgot to remove a codelock in the fence gate prefab...
Added an exception for garage doors IO wire parenting
Code cleanup, pairing & loading fixes
Added door controller sockets to all door and gate prefabs, also flagging colliders as potential IO wire parents
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Can set chase ability based on weapon range.
Chase state fix for when no move point found.
Adding weekly skins - April 18 2024
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Cherry picking Unity.AI.Navigation 2022 changeset
Delete now un-used prefabs
Merge from external_holdtobuild
merge from qol_demolish_high_walls
merge from qol_drag_into_backpack
merge from fix_foundation_debris
merge from qol_c4_stuck_block_upgrade
merge from qol_demolish_high_walls
merge from external_holdtobuild
Add ability to promote a team member to leader via the team UI in the inventory (click player, select kick or promote)
Remove promote to leader popup when looking at another player
Fixed reversed suspension on new bike model (suspension still needs other work)
Merge from child branch (don't know how that happened)
Add holdToPlaceDuration option to construction, allows us to make an object take x seconds of holding the button to build
While holding the build button the player has to remain still, any movement will cancel the build (rotating is ok)
Shows a progress bar while in process
Added two tips to contextually explain what's happening when the player tries to move or taps the button to build
Enabled for 3 seconds on all external gates and walls
thumb_up
56
thumb_down
235
Fix debris spawning on top of eachother when a foundation breaks, then a wall breaks after
Deploy guide parenting fixes, still need to fix the bounds check
Add debris to square & triangle foundations
- debris added to all foundation wall sockets
- 1 debris added on terrain in center of foundation
https://files.facepunch.com/jakerich/vBA5ptZzQPvqzAhX/buUrI3Cu6T0zkcBo.jpg
Occlude underwater rendering.
Cargo ship now docks at both harbors
Cargo ship no longer decides it's target harbor on spawn, every time it hits a patrol waypoint it checks if that waypoint is a harbor approach point for a harbor it hasn't visited yet
Egress time is now only started once all docking is complete, takes the lifetime of the cargo ship into account with a minimum two minute buffer after docking is completed (eg. event time is set to 10 minutes but it take 12 minutes to travel and dock at both harbors - ship will patrol for an additional 2 minutes after leaving the harbor before starting it's egress)
Lots of refactors, rolled a bunch of lists into a single list with a new HarborInfo containing all the relevant information