128,236 Commits over 4,201 Days - 1.27cph!
planner - removed offsets in entity brought in from updates to worldmodel on main (anims still need exporting with updated model imported)
Water treatment box puzzle reset example
Test adding support for box support for puzzle resets
- defaults to spheres, can opt into the box shape
- still checks by looping through all players, uses an OBB if shape is a box
- stores extents and shape in PuzzleReset protobuf
Nevermind: you can use OnDrawGizmos() in PuzzleReset which is always called and filter there
Added worldmodel outline for krieg backpack and scattershot boulder ammo
Add DrawGizmosSelectedProxy so you can see the PuzzleReset gizmo while dragging around the playerDetectionOrigin Transform
Fix not attaching the radiation trigger to the playerDetectionOrigin
Cherrypick
134076, fixes hero NREs when entering playmode with no domain reload
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Optim: set junkpile_water_a/b/c Sync Position to false
It is now script controlled, and having it off by default saves allocating an action per entity
Tests: observed transform in editor on craggy at spawn then when close
Fix codegen
Fix broken ai mounted weapon controllers
Rear turret Viewmodel test WIP
Optim: junkpile_water_a/b/c replicate positions only if player is in sight
- also switched them to the fixed time invoke handler, since their positionsare ran per fixed update
Tests: booted craggy, validated they weren't moving while I was on island. Flew close, observed them moving and checked in inspector that values change
Fixed missing fridge power plate in skin viewer, removed the skin viewer bespoke model and use the game model instead
Fixed Owned tag overlapping with header text on skin tiles
More cleanup, dont use the packing queue for reloading
initial setup of rpg7 anims for player update
Update: bring over jarryd's
124139 - BasePlayer.ToggleNetworkPositionTick
Slightly different form - lets us save on the IsInvoking lookups, fixed a bug with fixed time callbacks
Tests: booted on craggy, pushed a car, observed buoys and junkpile_water movement
Wire up the tooltip text
Add some phrases for each of the states
Crappy wheel detection, will need changed in future
Items in the cart are now translated correctly
Fix analytics not including monument after server restart
- it still was including the name of the SpawnGroups so it was sorta useable
- switch from using the PuzzleReset entity to using SpawnGroups
changes on PTBoat single and double turret fire actions
Fix some broken flex stuff in the boat building hud prefab
Make puzle reset radiation bypass armor similar to how oil rig radiation works
Add `Time blocked by radiation` to analytics
- fix analytics total time not including time blocked (you could calculate it in analytics but better to report the correct time)
- renamed to 'time_blocked_total' so easier to backfill
Fixed placeholder Sail description, also fixed the minigun description typo
Fixed codegen errors. Bunch of uncommited stuff. WIP stuff
Fixed gallery arrow showing up in the soundtrack DLC page
M92 weapon refresh model and wip textures
new boat building requirements ui
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merge from skins_ingameicon
merge from qol_perf_formatting -> main
Set locomotive and workcart canvas LOD component as dynamic
merge from ui_overhead_optims
Rename ServersideMountedWeapon to MountedWeapon
- switch performance text to show fps + ping at level 2 & show ping below like before at level 3
- add GPU time to level 6
- rename TicksToNS because it should have been named the inverse
- hardcode to 100 since we only use it for TimeSpan ticks, not Stopwatch ticks
Merge from horse_medsyringe_healing
Improve reliability of scientists grenade throws:
- replace capsule collider with sphere collider, centered, more predictable bounces and less risks of getting caught on geometry
- "explode" on impact, reduces cases when the grenade lands next to player but bounces into the sea
Revert transform and collider changes that somehow snuck back in