127,489 Commits over 4,201 Days - 1.26cph!
adjusted rpg incendiary ammo model rotation
replacing outboard motor hierarchy scaling with mesh import scaling
RPG7 - updated blockout mesh
Removed monument info on floating city prefab. Its landmark was being added to TerrainPath and isn't cleaned up when the floating city is killed by the deep sea wipe, causing NREs later
Also added a null check in MapView.SetupMonuments
updated strair block pivots to be centered on block
created convex box colliders and prevent movement collider, gibs bounds updated
exported small engine anims
Fixed rain not working in deep sea because of thunder not being deep sea aware
(Effects still not working as they are spawning 500m up in the sky)
merge from Charity_plushies
Merge from cannon_improvements
Fixed deep sea weather state sharing the same instance as the main island weather state
Update: resave assets for ui/store.prefab
- Still contains both path proxies and original objects, in case I'll need to chase up some sort of desync in upcoming test
Tests: activated proxy path code and tested in editor(by inspecting prefabs and ensuring they assets) and non-bundle playmode(by going through a bunch of tabs in store)
Bugfix: avoid closing already-closed page
This fixes an issue where we tried to unsub from dynamic bundle without loading it first
Tests: started in editor and navigated to shop
Buildfix: get rid of dead code call
Tests: editor compiles
Bugfix: path migration fixes
- get rid of UI_StoreItemOverlayPage paths, since they're not used atm and might not be needed
- make sure Takeover's page prefab gets assigned the right bundle
supplies barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes
merge from store_atlases/v2
Fixed some store blurry icons
Update: overwriting all modified assets with copy from main
Tests: none, will upgrade them next
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Merge: from main
Will need to copy all prefabs from main in next CL to ensure nothing's tarnished
Connect to the coordinator on init and leave on remove
When you find a target that you want - register it as yours, this prevents other boats from taking it
Boat coordination system setup
Provides an avenue for boats to claim/unclaim targets, this prevents lots of boats from dogpilling on a single target
If driver is killed - totally remove AI
Make RHIB scientists much weaker than regular scientists
Prevent overcorrection when approaching targets
Put debug drawing behind a variable
Move constants to BoatAI.Data
Prevent Reserializing fields when changing symbols
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Changed feedback for item refridgeration
- smaller snowflake icon
- blue-tinted Condition bar
merge from store_atlases/v2
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Merge from replace_parallel
Merge from httpimage_cache
Revert minimum mipmap level to 7
Alias sdk_lightmappedgeneric_dx9 to lightmappedgeneric
Change DHTML/HTML console message "source" color
Merge ConCommandHash stuff from x86-64
Pull Request: Fixed missing Server Browser localization
Main menu adjustments
* Use localized string for "server not responding" for favorites
* Adjust blue colors in server browser to be consistent with each other, including hover colors, and be slightly darker for better contrast with white text
* Adjust "Search servers by IP" menu in favorites tab
CurTIme to double
List of changed symbols: (float=>double)
* CBaseServer::GetTime, GetTickInterval, m_flTickInterval
* IServer::GetTime, GetTickInterval
* CClientState::GetTime, m_tickRemainder
* C_BasePlayer:GetTimeBase
* CPrediction::RunSimulation
* CBasePlayer::SetTimeBase, CBasePlayer::GetTimeBase
* CGlobalVarsBase::curtime, interval_per_tick
Fixed a bunch more compile warnings
Close spawn/context menus when main menu is open
Also disallow F1 to open spawnmenu in main menu
Call Remove instead of Close for toolstips, if Close is not defined
More compile warning fixes
Adding split up cannon mesh fbx to cannon branch