111,284 Commits over 3,928 Days - 1.18cph!
Add translation strings for the rps UI prompt
Make the reset to default option in the options menu auto size to better fit longer languages
Fix IO arrows not updating when plugging in a wire
Fixed missing event receiver errors in the in-game shop
Fix fluid combiner, flasher light, sprinkler, boombox, speaker & microphone stand ports
Fix weapon rack not showing ports while deploying
merge from main -> qol_io_arrows
Battering ram impact effect based on hit material
merge from LargeBackpack_WorkshopFixes - all submitted backpack skins will need to be tweaked and reuploaded.
Fixed battering ram wheel axis after model change
Backpack model fixes for skinners
- Fixed catapult packet being checked rather than siege tower
- Ensured proper post server load setup
- Is loading save checks
-Siege tower door shelter style setup
-Siege tower doors forward all damage to siege tower and vice versa
-Setup new system to grab all the doors at once
-System to prevent recursive damage
Siege tower doors can no longer be removed or opened by NPCs
Fixed broken LOD on arctic variant of one of the medium rock formations
Added checks to small rock formations to prevent them from spawning on roads
If taken longer than a few seconds to raise the siege tower then gve up
sks and t1 smg - 3p mag dropping now working
Adjusted raise command
Prefab Adjustments
Removal of logs
New approach to raising
Battering ram can't damage building blocks above the stone grade
hooked up view model anims for the 2 wooden shields and edited admire transitions on their animators
Codegen, not trusting the auto merge
Set all siege weapon items to the weapon category
Reduced stack size to 1
Fixed catapult NRE when loading in incendiary ammo
subtracting
106755 - broken prefab
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introduced manager class that allows marching cubes to be enqueued and then processed in parallel (only iterating and processing thoses that have requested it)
- parallelises the marching between systems
- parallelises the physics mesh baking across job threads as well
Bugfix: various ServerProfiler fixes and improvements
- Account that native strings are not null terminated when doing unmanaged string comparison
- Filter out native profiler funcs from annotation
- Unregister profiler callbacks when stopping play in editor (this would cause mono crash on repeat plays due to GCed callbacks)
- Reduce scope of unsafe keyword (as some funcs are safe)
- Replace test-run annotation with fully enabled one
- Hook in on frame end to count frames
Tests: Started, stopped and started the game in the editor. Wrote some simple test code to validate StrEq. Validated in logs that native serverprofiler functionality is ignored.
trying glass decal as masked, with front culling to soften the look
Fixed smg showing shell in the magazine too early in the animation
Desaturated catapult hook albedo
Polish to battering ram. Added decal components to entity.
Tweaked battering ram seat position
Adjusted steering wheel min max angles, added playerModel steeringTargetDegrees
disable Halloween Dungeon spawns
sks viewmodel - reduce rotation sway to fix arms clipping camera
reduced per-cube temp allocs
lookup workarounds for unapproved salvage sword and stone pickaxe
Update: Filter instrumenting anotations based on class and namespaces
- Added reporting of class and namespace into annotation log
Currently only skipping ServerProfiler itself to avoid a recursion when invoking callbacks (will be tested in next submit).
Tests: pressed play in editor - saw the instrumentation logs
Fixed siege tower raising
Tipped over siege tower wont parent players inside allowing to be used as combat cover with minimal glitching
BRZone material visibility improvements.
Fixed gap in battering ram drivers seat