1,097 Commits over 426 Days - 0.11cph!
Turret uses burst fire if attached gun is forced to use burst fire mode
- Fix simple handmade sight not enabling sight rail
- Fix some sights not always enabling sight rail on viewmodel
- Fix sight rail not always showing when holstered on back
- Fix worldmodel using the LR300 mesh
Update vm attachment prefab to use complete new FBX asset
Allow toggling more than one gameobject based on ammo > 1
Better fix, make setting ammo_true false params its own option on the component
Quick fix for ammo_true and false params not being set on viewmodel component
- Add settings for emission colour to entity colour lookup asset
- Allow spraycan color change component to set which shader properties it should target
- Spraycan color change component now handles present EmissionToggle components on its target renderers
Add new method of setting flags, mark old one as obselete
Update all usages of now obselete SetFlag to use new method
Merge from ide_warnings_fix
Fix some compiler warnings being flagged as errors in the IDE
- Give oil dispenser at dome option to only function with an online powergrid, enabled and ran S2P
- Ensure all powergrid connected entities receive an initial state refresh upon being spawned
Fix IO editor GUI consuming all input in Unity 6
Fixes not being able to use right-click to move camera in scene view whilst this GUI is active
Redo changes from
152372 disabling automatic lightmap baking on powerplant and sphere_tank scenes
Merge from main
Conflicts on powerplant and sphere_tank scenes, chose PlayerMaintainedMonuments version
Add ProjectileModPartVisibility component which can be attached to BaseProjectile entities, can specify which parts of the worldmodel and viewmodel should be visible/invisible depending on what mods are attached
Setup for sight rail on M16A2
Merge from industrial_dlc
Add script for the chain on the industrial garage door to scroll with door opening/closing
Merge from powerplant_powergrid
Separate out settings for requiring power to be functional and having different stats with power on recycler
Merge from main
Conflicts on sphere_tank scene, chose PlayerMaintainedMonuments version. Will redo changes from main
Merge from industrial_dlc
Reorder industrial shelf colours to match shipping container
Merge from industrial_dlc
Analytics event for changing entity colours with the spraycan should now be raised for all appropriate entities
Merge from industrial_dlc
Add compiler define in NavMeshEditorUtilities to stop compile simulator from failing
Editor only script so wasn't a problem in builds
Fix industrial shelves not retaining colour when switching LOD's, follows same pattern used on shipping container building
Rework colour changing for industrial shelves to be more generic and move it all to a component that can be attached to entities we want to be able to change colours
Removed all the bespoke stuff for buttons changing colour, it now uses this component and also has to use the spraycan
Setup colour changing with spraycan on industrial shelves
Merge from missionobjective_findentities_optim
Fix some objectives searching on layers which are no good on the client
Merge from missionobjective_findentities_optim
Fix MissionObjective_KillEntity missing set initialized flag
Fix MissionObjective_KillEntity showing both standard mission marker and ping marker together when pings are enabled
Fix WorldPositionGenerator potentially throwing a NRE in editor
Optimise mission objectives which dynamically update mission location to nearby target entities
- Use a defined layer mask which matches that which the target entity/s will be found on, was previously doing a physics cast on every layer
- Rework how entities are defined as valid for each objective to remove allocations
- Now run the location updates entirely clientside where possible, it is only used for UI things and doesn't need to be run serverside if a valid entity is in range
On our mission testing map brings serverside cost per 1s tick from ~0.4ms to ~0.07ms clientside and now garbage free