128,233 Commits over 4,201 Days - 1.27cph!
Fix up dismount points on cannons and cannonball LODs
change "GiveItem failed!" item pickup error to "Cannot take item: Inventory full!"
Try to fix infinite stability updates happening rarely on servers by not sending a stability update if the distance to the ground has changed but the stability is the same
Update: can now use PathProxyFor attribute to automatically show an asset picker for a string property
- converted StoreTakeoverDrawer to use it
Tests: enabled the path drawing paths and made sure it renders and interacts correctly
merge from clamp_mipmap_reduction -> main
Decreased minimum mipmap from 3 -> 4 (250MB -> 60MB reserved for lowest level mipmaps)
swapped the surface for the painted one
WIP game tip setup for bicycle sprinting, bell and bunnyhopping
boat building station lods
casino sign mesh and textures
supplies sign textures
fluorescent light e for casino
bargesurface medical added (painted verison)
grenade animation updates - throw anims
setup 3p player update minicrossbow animations
rotated cannon and removed lod setup on the prefab for now.
Removing split cannon fbx(subbed to wrong branch)
cleaned up some dead code in playerboat controls
Apply blurring over the whole context space to try and prevent oscillations between very similar states
Use scoring for picking context directions rather than lowest danger weighting
Convert stairs to BoatBuildingBlock to fix them not parenting to the boat
merge from bed_skinviewer
merge queryvisoptimization_bugs to main
Fix threading issues with removing transforms from query vis, clean up null transform access array entries for pending removals.
Update: StoreTakeoverPath - generalize DrawSpritePathField into DrawPathProxyField<T>
- fixed DrawSpriteField not matching how it used to be
Need to extract it from StoraTakeoverDrawer as it'll be useful in other places, will do that next
Tests: visualized takeovers in editor. Prefab picker is empty (shame) but drag-and-drop works
Rest of the misc packs atlases
More pack atlases, cleanup
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Adding separated cannon fbxs
Update: StoreTakeoverDrawer - path proxy drawer now draws like a sprite field
- fixed drawer using wrong fields for icons
Tests: tested on cached Path override, clicked to get a cprite picker, drag and dropped - all work
merge from workshop_scene_improvements -> main
rpg incendiary ammunition adjusted lods
food barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes
halloween wallpaper icons, added to skin files, split out wallpaper_iconrender prefab to walls, ceiling and floor so we can preserve render camera transform properties per type
fix toggles code after component update
- Recalculating mesh batch uv distribution metrics when batches are updated.
- Testing texture memory budget being set to 64GB and discarding always enabled.
Merge from naval_missions
Prevent boats from jiggling once they reach their target position
Codegen