122,041 Commits over 4,048 Days - 1.26cph!
Fix pivots getting abandoned
Client visual refresh now only updates/spawns/destroys weapons for changed slots, not everything.
Emissive texture.
Scene backup.
Fix server browser favourite star not working when query port is different than game port
wip changes to avoid allocs and clientside model re-use
Update mission dependencies to specify them with a reference to the BaseMission SO instead of copy pasting its short name
Got rid of some debug stuff and tidied displacement sampling.
merge from door_unlock_fix
Removing fullscreen exclusive mode from settings as it provides worse performance than fullscreen window mode in Unity 2021.3
Changed all existing configs to use fullscreen window mode
Enable fullscreen exclusive mode when launched with "-window-mode exclusive" startup parameter
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Explicitly pass 0 as preferredRefreshRate when calling Screen.SetResolution
Show current rotation direction UI marker as green or red to reflect placement fit.
Re-added weapon rack UI prefab to crosshair after merge conflict.
Remade test save to be compatible with latest protobuf.
NRE fix.
merge from main, manual merge protobuf.
Fixed electric furnace not listing it's power usage when selected in the inventory
The wire tool will now update itself to highlight the correct entity while looking at a non IO entity that has an IO entity child (the electric furnace IO slots will now appear when the player is looking at any part of the furnace)
This behaviour won't occur when more than one IO entity is parented to an entity
Custom editor for BaseMission to keep things more organized
Preview area of the inspector shows a formatted overview of the mission so you don't need to expand different fields to figure out what it's about
Make MissionObjective SO abstract so the Create button shows a menu for the type of objective to create
Update MissionObjective_KillEntity to use BaseEntityRef instead of manually entered entity ID numbers
Disabled ground driving for the attach heli (has skis, no wheels)
Let pitch/roll/yaw movements animate at full scale on the attack heli
Missed change to ResourceRef (should've been with cs78563)
Move the conveyor filter fail/pass outputs to the bottom of the model, make the top a bit less crowded
Move the front face storage adaptor slot on the large wooden box to the left so it doesn't clip the lock
Add a fork of ExtendedScriptableObjectDrawer so we can show/edit referenced ScriptableObjects inline in the editor
Changes allow creating new SO instances embedded into the parent SO instead of as a separate asset
Enabled that on MissionObjectives and WorldPositionGenerator SOs
Fixed electric furnace gibs glowing
Add BaseEntityRef which works like GameObjectRef but to refer to BaseEntity specifically
The object picker in the editor will automatically filter to BaseEntity prefabs too
Set up gauge shake for the attack heli and improved gauge shake for the other helis
Add an additional slot to the Tool Cupboard for storage adaptors (front face at the top)
Fixed crafter always playing sfx when off
Fixed pipes sometimes appearing incorrectly when first placed
Fix some interaction issues with the industrial crafter (caused by pickup option becoming available on the client incorrectly)
Attack heli
- Added blur blade bones, meshes and materials
- Added turbofan bone
- Updated blades to use correct material in prefab
Merge from multithreaded_networking_3 (disabled by default)
Added correction forces to Kayak, now much more stable.
merge from weapon_racks/rotation/placement
Rotation/placement UI wip
Removing the need for decryptIncoming and encryptOutgoing connection flags
Rename the convar to skip asset warmup because it causes crashes and shouldn't be used
Merge from load_cancel_fix
merged from decor_bush_shadow_fix
merge from misc_fixes_feb23