122,118 Commits over 4,048 Days - 1.26cph!
Spawn distribution system setup for a multi rocket pod.
Scene backup & minor file tweaks.
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Cherry picked transparency UV channel selection (cs
73689, cs73797)
Fixed std-cloth fuzz forcing entire material to dielectric; now only forced when fuzz mask > 0
Fixed metallic std-cloth breaking lowest shaderLOD in viewmodel; applied same fix to other shaders, just in case
blink controller uses skinset initial eye position
added cliff prefabs around the timber mine entrance of cave_large_hard to help procmap cope, cope, cope
updated prevent movement collider on cliff_medium_sloped_L
Adding missing lock around EACServer tick
fixed incorrect setup on scrap_searchlight_static
Fixed small oilrig source pipes not going into the seabed
Added a proper collider for it as it still relied on a LOD mesh
Nuclear silo scene cleanup and progress
merge from spectate_ulong_fix
Some final tweaks, added direct light shadow raygen for perf testing
More EACServer lock experiments
Removing stopwatch / forced cycle from all worker threads (redundant since 79169)
Only log one warning when SkeletonProperties.boneReference is null (instead of spamming one for every bone)
Increasing MaxReadQueue, MaxWriteQueue and MaxDecryptQueue values to 5000 on the server
Adding profiler samples to BaseNetwork.EnqueueWrite
Adding protect and unprotect locks to EACServer (debugging / testing)
Fixed water catchers not filling up with water if the attached destination liquid container is full
Disabled the shaking on the crafter while it's on
Added a red flash to the crafter if it's output storage is full
Adjust attack heli damage levels
Revert the new early-exit system in ParticleSystemContainer. Didn't work if the Play/Stop was called too early, resulting in it needing to be called again (but early exit prevented it).
Hooked up attack heli damage FX
Added 3 more blueprint slots to the industrial crafter
All 4 bp slots can be accessed via the bp in/out industrial ports
Crafter can only make one item at a time, will attempt to make the items in sequence left-right
Adjusted attack heli thrust physics. Feel more like attack heli, less like attack brick
Create the attack heli UI on the client at runtime, instead of removing it from the server side at runtime. Allows for the UI components that have RequireComponent dependencies to each other, which were preventing removal on the server
Show attack heli gibs as fully damaged
Merge from industrial/inverse
Set up damage textures for the attack heli
Refactored conveyor filter variables:
Added a new field called Buffer that acts like the old Minimum system (transfer blocks of X items)
Minimum field will now transfer everything over the given value in the input container (eg. a minimum of 10 wood will transfer all wood until there is 10 left and then stop)
In a case where the Buffer and Minimum fields are both used, you will need the combination of both values to start a transfer (eg. a minimum of 10 and a buffer of 15 will need 25 before trhe transfer will begin)
Merge Main -> Attack Helicopter
Merge Main -> Experimental
Turning on "Require All" filter mode now disables the min/max filter fields
Bug fixes
- Fixed card games trying to get the card image in some cases where they should have been able to early exit
- Fixed Blackjack swap between main and split hand showing an animation as if the cards were being turned over from face down
Blackjack: Fixed doubling down while playing the second hand after splitting adding the new bet to the wrong hand
Final version with a bunch of new stuff
Added the new quarry deployable for previewing