137,273 Commits over 4,324 Days - 1.32cph!
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Start on IO prefab tests
Checking relevant prefabs for inputs/outputs/main power slot
Checking handles are not too far from any collider
missing connection in tech tree, swapped some items around based on scrap cost
prefab setup (wip) for the uzi
Fix trailer having no wheel friction
Changed fillContainer to a raycast instead of a radius check so it'll fill whatever container you're looking at. Added a new command called fillContainerInRadius which does what fillContainer previously did.
Hooked up the missing path on utility tree, fixed MQ and HQ car parts being default BPs
V1 reorganising engineering tech tree contents. Removed low quality car parts from tech tree, now default BPs.
Bugfix: fix 21 incorrect calls to Pool.Free instead of Dispose
Tests: compiled all modes in editor, built standalone C and S
Update: PoolAnalyzer - added detections for IProto.Dispose not being called and calling Pool.FreeUnsafe instead of Pool.Free
- debug binary build from b189abf6 (moved to new repo)
Reported a bunch of warnings, going through them separately
Tests: unit tests + started unity
use standard shadowmaps to prevent leaking
merge from main -> hackweek_trailers
Hackweek: set limitNetworking when spawning blueprint building block so it doesn't flicker
- changed limitNetworking: review later
Add skins to source prefabs
Add blueprint skin variantsfor wall. door frame, window & square floor
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Fixed some bugs with the default inputs and invoke method node
apartment complex greybox - polishing demolished side a bit
some layout adjustments to fit newer greyboxed buildings
Added coiled model for the hose tool world model prefab
Test for verifying deployables that are placeable on boats have only convex colliders
All pass as expected
Apartment complex b greybox update
Simplify prefab pre processing error (to get more info on this build issue)
When PrefabPreProcess fails on an object - attempt to dump its name
Try and get the path in a try/catch block so it doesnt NRE and stop the build
Additionally added coiled model for the wire tool world model prefab
https://files.facepunch.com/curtis/1b1311b1/13_23-42-EqualMartin.jpg
Removed garage door from T2 tech tree. Moved IO tech tree contents so they actually fit on the screen
Some minor tweaks to prevent it bouncing on the edges between colliders
Not perfect but will do for the playtest
removed world model outline script that didnt work anyway
More player head seed work
Can use ball without tee
remove a bunch of logs
Messy set of bug fixes so i can do one final check before builds
Disable golf tee killing balls if you dont swing off the tee. Was causing
removed normal map from detail layer on golf balls
golf hole super rough textures
Added import/export buttons
Engineering workbench refresh, multiple tabs separating different item types, looks a bit cleaner than the current one. Added Garage door to engineering workbench
Swapped interaction icons to something better than crosses everywhere
Add random golf ball colours
Fix bug when trying to tee off from the golf tee
Created a new coiled world model for data cable when on the ground, updated prefab.
added in new rock golf ball
- added more plant varieties, palms, cacti, monsteras etc
- added plant pot options
fixed broken key on golf tee, rotated so its facing forwards, tweaked tee position
shortened plant prefab names
folder reorganisation vol1