128,844 Commits over 4,201 Days - 1.28cph!
regenerate static fields to fix compile
- added ResetStaticFields call to codegen clean
Restored deep sea floating city prefab
Moved floating city prefab out of autospawn, so it doesnt spawn with procgen
Fixed debug.printanimators command NREing when finding a null animator controller
Update: feed dynamic bundle hashset externally to AssetBundleBackend
This allows us to reuse the const instead of hardcoding a raw string
Tests: compiles in editor
merge from refridgeration_feedback -> main
Clean: pre-review cleanup
- got rid of unit test as it doesn't prove anything and relied on API that's not promoted (or needed atm)
- formatting fixes, dead code removal
- got rid of fallback inspector code
Tests: editor compiles in all configs
▉▄▅▄▅▌▊▆ █▄█▌▉▅▍█ ▇▄ ▆▊▌▊▅▊▋▋▅█▆ ▊▌▌ ▅▇▍▌▉ ▄█▆▆▊▉▅
Merge: from storetakeover_icons
- Storetakeovers and related resources now can be dynamically loaded/unloaded
Tests: navigated through the store and inventory while taking memory snapshots
Merge: from merge_with_atlas
- General improvements to editor workflow
- Fixing outstanding bugs and TODOs
- Updated all assets again to catch up with atlas work
Tests: navigated through the store and inventory while taking memory snapshots
RPG Incendiary Ammo - Changed models import settings
If a claimant boat to a target is removed then inform the other boats that a new claimant position has opened up
This means if you kill the main boat attacking you, the other boats waiting in the attack 'queue' can have a stab at killing you instead
ResetStaticFields on LightLOD
RPG High Velocity Ammo - Added models textures and materials
more floating walkways work on set dressing
refining floating_city_2 layout
Much better near and far distances when dealing with the boat coordinator
Debugging
Connected both water catchers to the water barrel in the farm barge
more floating walkways work on set dressing
remplaced mesh colliders with primitive
Clean: replace a path with a named constant
Tests: editor compiles
Clean: remove dead UI_Store::overlayPages variable
Tests: editor compiles
Updating texture bundles to enable texture streaming on all skins
floating_city_floating_walkways_B set dressing cleanup (floating and colliding objects)
fixed power_generator_c prefab collision being too small, used a box instead of mesh as that suits
Fixed mess table static prefab not being mountable
Fixed BaseVehicle inspectors not drawing the BaseEntity manifest info buttons
Update: don't open first tab during UI_Store warmup
Helps avoid early bundle loads
Tests: interacted with the store in editor
Bugfix: fix NRE when clicking packs on DLC screen
- DLC screen now uses path proxies for prefabs
- also fixed database backend not tracking release refcount properly (funny I made this mistake twice >.>)
The overlay prefabs are assigned to ui/store.bundle, which when unloaded breaks the stored reference.
Tests: in editor navigated to dlc page and tried clicking on all tiles - all opened as pages
Fix cannons using the wrong dismount points when on a boat
fixed BP fragment clipping inside desk at air field
s2p
sewer banch BP clipping fix
sewer branch BP single pickup fix
s2p
fixed excavator coal_pile out of terrain on certain seeds
▇▇▅█▉▅▆▅ ▆▉▊▌▅ ▅▍▆▆▄ ▌▆▆▇▊.
Reduce cannon ball damage
▋▇▆▍█▍▅▊ █▍█▇▇ █▄▌▇▋ ▊▉ ▇▊█-▋▅▄▅▅█.▋▋▌▅
▆▄▉▋▍▅ ▋▅▇▊▋▉▊ ▍▇▆▍ ▄▊▅▅█▇ ▇▄█▆ ▉▆▌█ ▊▋▍▋▇▉▉ █▇ ▋▉▇▉ ▋▊▍ ██▊ ▄▊▆▅▌ ▋▋▆▊▉▌, ▅▍█▅▄▋ ▋▆▄▋▇▉▇█▊▄▋ ▊▇█▋▄▊▌ ▋▇▊▄▍▉▆▌
Fix missing boat building station deployment mesh
Removed MonumentInfo component from floating city 1 and 2 scenes