139,898 Commits over 4,352 Days - 1.34cph!
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Tin can alarm now has a slot for thrown weapons (grenade, molotov..)
Triggering it throws the loaded explosive
fixed an offset on the socket male of the ladder hatch
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Update: plug in our fork of UniTask
- ecb0489
It has reduced allocations, but there are still some APIs that allocate
Tests: unit tests pass
merge from waterwheel_deployable
Mark collision as readable, assign correct material
adding wall_tiles_mosaic blend mask
material tweaks to mosaic tiles and more set dressing framing the entrance and rubble piles
Removed pooling for store page carousel buttons, can't work if not connected to a server
merge from igniter_power_fix
Fixed igniter working with 1 power instead of the required 2
Codegen (was missing an update for the io counter interaction)
F2 opens the old console (until we remove it)
Don't keep the copypaste menu active when closed
Removed UIEscapeCapture from the console input field so it doesnt capture escapes
merge from skinviewer_easter
merge from new_console-ui/loadouts
Save current loadout button: creates a new loadout using your current inventory
Clamp borders at corners of cells
merge from new_console-ui
Terrain quality now effects terrain LOD global scale
Clamp terrain cells to terrain borders
In editor TerrainMeta will try and find terrainData if null
Merge from conveyor_min_fix
Remove asset labels from electric.waterwheel.guide.prefab as it was breaking tests generation
Fixed a case where conveyors would ignore the minimum field when transferring items if there were multiple filtered items being transferred
Added a test for this case
Don't show the world version of an attachment if we're in first person (it was floating in the air)
Improved world space rotator, slowed down rotation lerp so we get a little bit of easing
Decent enough workflow pss for evaluation
After editing a shot the shot is reopened and edit settings reset
Overwrite the existing slot
Fixes
First pass on recording new data into a track
UI kinda functional
Add a few more preloaded error objects
- New error system
- Can append errors together and update a total rather than spamming the same error repeatedly hiding everything else
- Current max of 10 unique errors shown (always shows latest at top
- Add convar to go back to the legacy error system (incase)
Improve switching between terrain renderers in game for testing
Remove terrain prefab from worldsetup
Rename renderer to GeometryClipmapTerrain
Fix compile error with server
Under the hood work to support muting and recording over specific demo shot tracks (eg. pos, rot, fov, etc)
UI design for a new error display (replace the wall of red text with something a little cleaner)
fix up armored ladder hatch sound implementation
Collectables network range adjustment:
berry-green-collectable 256m -> 128m
berry-black-collectable 256m -> 128m
berry-blue-collectable 256m -> 128m
berry-white-collectable 256m -> 128m
berry-yellow-collectable 256m -> 128m
berry-red-collectable 256m -> 128m
driftwood_1 256m -> 128m
driftwood_2 256m -> 128m
driftwood_3 256m -> 128m
driftwood_4 256m -> 128m
driftwood_5 256m -> 128m
deadlog_a 256m -> 128m
deadlog_b 256m -> 128m
deadlog_c 256m -> 128m
Loot-Barrel-1 256m -> 128m
Loot-Barrel-2 256m -> 128m
Corn-Collectable 256m -> 128m
Orchid-Collectable 256m -> 128m
Potato-Collectable 256m -> 128m
Pumpkin-Collectable 256m -> 128m
Rose-Collectable 256m -> 128m
Sunflower-Collectable 256m -> 128m
Wheat-Collectable 256m -> 128m
Wood-Collectable 256m -> 128m
Trash-Pile-1 256m -> 128m
Merge from armored_ladder_hatch
Created a tool + context menu button on all BaseEntities to print out LOD culling range.
This is useful so I can accurately set network range settings for a bunch of entities.
For some things theres point networking to 256 if i can only be seen up to 100m etc.
If an effect is going to be parented to a scaled bone, reparent the effect to the root object
Fixes Look rotation errors when shooting scaled mesh colliders
imported and assigned sounds for the armored ladder hatch