33,112 Commits over 4,109 Days - 0.34cph!
Fixed Reveal Hand not playing the right action's sound. Made the check sound quieter.
Fixed Playground and BillBTestMap terrain after HDRP backport merge
Unsaved crossbow vm animator change from last week
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Fixed dome / sphere tank monument diesel barrel spawner
magnet crane/shredder sound tweaks
Add net.visibilityradiusfaroverride and net.visibilityradiusnearoverride to override the networking radius of entities
Note that this affects everyone on the server so you should never need to change it (but should be useful for demo recording)
Value is specified in grid cells which are currently 32x32m and the default value is 8 (or 256m), values <= 0 will disable the override
Far is the normal view and near is the secondary view (CCTV etc)
magnet crane and shredder sounds
crane hurt/repel triggers
treads now move during turns
first person camera on magnet crane, updated sitting pose
added scrap as shred reward for 2/3/4 module cars
Adjusted min/max scaling on forest ferns and arctic small rock formations
Adjusted materials on arctic small rock formations to make them more visible
Made ice sheet terrain modifiers bigger to prevent dirt from getting projected on the ice meshes
Arctic foliage polish
Tweaked snow splat color/gloss to prevent snow from becoming too blue at certain times of day and reduce mismatch between snow and trees
Improved arctic biome billboards
Tweaked snow color on a bunch of other objects
Fixed wind turbine placement underwater
reflex latency marker option no longer saved
Enabled tinting on potato cliff shaders.
fixed missing open and close sfx on static refinery
Added EnvironmentVolumeTraintunnles.prefab for map makers
Fixed crossbow viewmodel still showing an arrow after the arrow was unloaded via the inventory
merge from HDRP_Art_Backport - 699 days
Update computer station UI textures because they were NPOT so couldn't be compressed
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Experiment with unloading more of the higher resolution mipmaps (if there's pop in let's try increasing budget before reverting)
Enable streaming mipmaps on a bunch of newer deployables
Add texture.streamingBudgetOverride to specify your own budget for streaming textures (instead of the defaults from graphics quality)
Add a bit more stuff to texture.stats
Texture import analyzer highlights deployables to enable streaming mips
rocket_factory_ceiling_support_b needs to be readable (no separate collision mesh)
Merge from gib_pool (disabling read/write on a bunch of gib meshes)
- Fixed the player being left holding cards if they go all-in in a two-player game and get kicked after the result for losing all their scrap.
- Line endings fixed in CardTableSeat
yolo disable read/write on a ton of meshes that have collision meshes so shouldn't need read/write
enable compression on some textures
adjust some audio import settings (mostly ambience - no decompress on load)
Ignore TerrainFormer folder in texture import analyzer
Disable autofix button in analyzer UIs
Update model import analyzer to point out when a render mesh has R/W enabled but there seems to be a matching collision mesh
Poker: If there's NOBODY else in the game at the end of a round, that always means you won (wasn't a real bug but the UI would in some cases only show the scrap as "returned" instead of "won")
Poker: Fix double-showing a result if there are no primary winners
Rename the card table next round phrase since the text content/meaning has changed
Update comment to match current behaviour
Poker:
- Correctly pay out abandoned scrap if there's only one invested player
- Removed unused param from LeaveCurrentRound
Poker - end the game as expected when one player leaves a two-player game (regression bug on Staging)
Don't make the player hold space/esc to leave the poker UI if they aren't in a game yet
Code review: Use MovePosition instead of Teleport in HandleMountedOnLoad
Adjusted seat positions on card tables, fixing the ones where the player's held cards could clip into the table contents
Fixed players dying while playing poker causing the cards they were holding to stay floating there. You know you can't play with ghost cards, bro.