126,704 Commits over 4,109 Days - 1.28cph!
Polished the panning settings
Change ping header to 'last played' in favourites
Try running pre warm without cache (cleaner behaviour - needed for the modal)
Refresh all can force cache on or off
New shorter streamermode sanitise
Prewarm the server browser, so when you access it it's already filled with servers
potential fix for client weather.load clouds not being overridden by subsequent server load
Reset connection viewer description to the top on open
Removed a bunch of crappy logs
Bugfix: BaseRaidBenchmark - walls now appear on spawned bases
- Export the model bitmask for building blocks
- Updated the base json
Tests: ran the scene
Skin viewer takes the entire screen when fullscreen
Changed button hitbox, was overlapping other UI stuff
Fixed a bunch of server browser buttons/filters using the wrong material after the cleanup
Rewrite foil shader so it supports soft masking
Fix broken premium icon shader
Fix broken premium text shader
Bugfix: unblock use of DemoBuildingsViewer after running benchmark/playing in editor
- Done via temporarily shutting down steam connection
Tests: opened the scen from the demo after running the benchmark
Update: move building hierarchy sorting to export
- also fixed the bug with using Append instead of Enqueue
Tests: ran BaseRaidBench scene
Update: BaseRaidBench - spawn bases around the firing circle
- added the largest base from my demo
Walls are borked, same issue as editor, gonna fix next.
Tests: ran the scene
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Go over cases where scientists can react too fast to noise / being hurt, and improve them
Skin viewer zoom controls
Blur is full screen
Make all buffer memory blocks have a Swap() function
Make new no buiid zone shader more transparent.
merge from static_entities_hostile_fix
Add a QueryVisJobRunner to handle visibility checks in batches while also allowing for layer mask filters.
Name tags are now a lot more stable with the magic offset removed and physics based visibility checks.
Split the bot.crouch command into two client/server commands.
Fixed current level being SkinViewer instead of menu
Update: export parent IDs for entities in buildings
Tests: exported largest base from demo - confirmed expected entity had ID
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Update: Move Building to it's own file
Makes it accessible for benchmarking
Tests: compiles in editor
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clear benchmark timers after recording results, stops accumulating time between runs
cherrypicking:
fix_triangle_floor_stability
125292
Update legacy wood store steam item
125454
Arc ball controls when opening skin viewer full screen
Tweaked a lot of items pivots
ghost ship set dressing push
material tweaks, decal layer tweaks
Fish pile generic tileable textures
Fish piles prop meshes, colliders and prefabs
Some new blood and gore decals for set dressing
S2P outpost, bandit camp, fishing villages, stables, large oilrig
UI windows will try and repair themselves if left in a broken state
dont create particles if outside LOD radius
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Fixed connect button screwed up button icon size
Prefabbed sidebar on play and fixed scrollbar
Make ch47 carve navmesh to prevent heavy scientists clipping into it when dismounting
Update: DemoBuildingsViewer - export base as a json file
Going to see if it's enough to rebuild the base for the benchmark
Tests: exported largest base from my demo
More changes to premium icon foil shader
Foil shader now works across the screen if you want it to
Fixed foil shader script frequently the shared material
Create a new material instance for each foil instance (required since UI cant use property blocks)
Restored menuui2 main prefab
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