127,472 Commits over 4,201 Days - 1.26cph!
RPG Ammo - Added simple initial projectile prefab for all three ammo types
Save extra properties added to puzle reset over the years to fix arctic research puzzles closing on players (and probably bugs with other puzzles too)
- CheckSleepingAIZForPlayers
- IgnoreAboveGroundPlayers
- BroadcastResetMessage
- ResetPhrase (token)
Reverse steering if we are going backwards
Bring back incremental steering
Fixed bugs with moving the claim from one boat to the other
merge from door_canopen_saveload
merge from naval_update/deep_sea
Moved entrance portal closer to the valid bounds end, was spawning too close from the island
Save and load canHandOpen, canNpcOpen and isSecurityDoor fields for doors. This should fix:
- Some puzzles breaking after first server restart, allowing the doors to be opened without power (oil rigs, launch site)
- Oil rig scientists losing the ability to open doors and push inside certain rooms after first server restart
merge from analytics_texture_memory -> main
merge from workshop_scene_bugfixes -> main
Expose texture memory usage in client analytics
merge from fix_entity_scale_occlusion -> main
Fix `ent scale` only accepting an int instead of accepting float
Fix not working when far away, call "ResetCulling()" on all LOD components as well as calling it on the entity having it's scale changed
- this should only be called on the client when the scale has changed so it won't reset culling on every single network update
Fix entity not being able to reset to 1 scale since it was ignoring default scaling size
- network scale every update if `networkEntityScale` is enabled
Bump default ocean scale to 3 in deep sea
bump maps, visible backfaces for depth cues
Fix how phrases were being displayed and edited in conversation graph editor, now utilizes the custom editor for phrases
- Get rid of recast demo space partition structure, after profiling deeper turns out it's slower in our use-case
- Allow tile gen to be fully synchronous with no time slicing for easier profiling
- Fix part of the world not generating
- Re-add support for different resolution in monuments
- Try out various methods of culling tris / mesh decimation, no perf improvement
Fix entity scaling not updating the bounds & culling bounds of entities
- recalculate both the bound and the culling bounds
- reset the bounds inside ResetState() based on the original prefab so it doesn't cause pooling errors
Added PT Boat 50 Cal Dual and Single FBX and Textures
Setup PT Boat 50 Cal Materials
Started Setting up PT Boat 50 Cal Prefabs
Update: AssetDatabaseBackend - throw an error if trying to load an asset that's not part of a dynamic bundle
Tests: clicked through store in editor
t1 smg world anim update, fixed animator issues
merge from naval_update/floating_cities
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
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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