129,093 Commits over 4,232 Days - 1.27cph!
Fixed saved sofas in unsaved tunnel dwellings (caused sofa leaks to world origin after server restart). Added a check to SetParent that can catch these, but too many false positives to have it enabled all the time.
Removed 1 consumption & power reduction from most electrical components
.entity positional updates
BaseVehicle now makes sure seats match the enableSaving setting that's used on the vehicle. Prevents orphaned seats when vehicle isn't saved.
Breadboards can be cloned & copy all the circuits on them
Breadboards can be connected together with a single wire to bridge 5 inputs & 5 outputs
reverted selected holdtype override controllers to current versions on main, re-added current player animator & renamed experimental controller
Adding several convars to configure and debug multithreaded networking
Caldera map solid baseline build
prefab'd the custom map world setup stack
Slingshot and rock, materials and textures!
empty backpack when storing it in another container
reduced island altitude by 10%, this might help with some monuments
flattenned the crater lava area, this will allow arid monuments to spawn in the crater
volcano hill is smoother
fix for client not refreshing bp inventory when moving bp in some situations
Resolving roads being too straight
Limiting previous workaround only to listen server (so running a dedicated server inside the editor is unaffected)
Skipping BaseMountable.FixedUpdateCycle and Buoyancy.Cycle on large maps inside editor since they make the game unplayable
Commenting out AIMovePoint.FixedUpdate and AICoverPoint.FixedUpdate (significant performance impact on large maps inside editor, even when DDrawAIDataPoints is false)
Conveyors will now turn back on after receiving power if they were on when they lost power
Close only if the user clicked outside the camera area
Modal interaction blocker
Remove UI canvas raycaster
Visual border on the popup window. Set the window size programmatically.
Delay camera showing until the skin has loaded
Match perfectly the size of the skin preview image (hardcoded for now)
Clean up unnecessary components
Fixed camera movement looking like winning Solitare in the 90s
Use PropRenderer scene lighting and positioning
Don't try to send disconnect reason to the server if already disconnected
Added shadow cache blur scale param to ShadowCacheBlur.Apply()
Fixed ring rail and road not (or barely) finding valid paths on custom maps (this needs testing before we can apply it to main)
Can now loot another player's backpack if you're behind them and close enough
fixed the world setup stack
backpack skinned model and wearable setup
Added backpacks, only one can be worn/carried at a time, adds new separate row of storage slots. Can be interacted with from the ground or inventory, slightly reduces move speed.
WIP on some lighting issues
Fixed TerrainPlacementMap issues when used on custom maps
Change SkinViewer to be a prefab instead of a scene, and load it as a prefab.
Change main menu UI to be in screen space camera instead of screen space overlay, and change the video to be on a rendertexture. Allows for a second camera over the top.