124,348 Commits over 4,171 Days - 1.24cph!
Packed all the store media assets in POT atlases so they can be compressed as expected
Disabled mip maps on some media assets that do not need it (fixed size)
Seek out targets that attack us eg if you're attacked by someone then set them as the target
Delete old mannequin folder
- clone of the store mannequin folder under `TwitchDrops/` but unreferenced everywhere
fix rotatable painting socket angle values
Piper nigrum vines (27MB)
Decor DLC wallpaper (42MB)
Pilot ejector seat occlusion and normals (12MB)
Pilot hazmat (120MB, though unsure how many textures were used in end product)
Coconut torso armor (25MB)
Enable streaming on mannequin textures (16MB)
merge from hackweek_crosshair_customization
Fix crosshair rendering below scope overlays
Fixed virtual scrolls not building correctly during warmup because of the disabled scrollrects
Completely refactor dynamic stuff. Get rid of "mode", split it into 2 new toggle settings, that can be configured independently:
"Dynamic Visibility" - whether or not crosshair gets hidden when aiming/alt-looking/etc
"Dynamic Spacing" - whether spacing changes to indicate accuracy
Hook them up to settings menu & crosshair code packing
merge from fix_streaming_wallpaper -> main
Enable texture streaming on wallpaper floors
merge from rotatable_paintings -> main
Filled all the refs in all takeovers, removed the direct page reference field
Switched back store takeover page overlay references to GameObjectRef instead of using direct references
Increase voxel resolution in navmesh tiles overlapping monuments, instead of having a different navmesh for scientists
naval_update -> scientist_boat_ai
move colorpicker to separate assembly, refactor some jank third party code
Balancing forces like a fckn seesaw
Target takes priority
Avoidance is second unless its too close
Wander forces as third
Fix chainsaw hit sounds not playing in first person
First pass on dynamic nav obstacles
merge from naval_update -> deep_sea
merge from main -> naval_update
merge from lop_entity_spawn_time -> main
Add `logentityspawntime` admin convar to print out spawn times on client
- use `logentityspawntime_min` to control the minimum spawn times that are logged
Fix accidental negative collider on sail post
halloween floorpaper setup and wip textures
Fix getting stuck in the wander state if we exit seek without reaching our target
Make sure to not ignore non terrain colliders that aren’t oil rigs when generating the path
Update: UI_Store - drop UI_StoreItemOverlayPage references
- resaved prefab
Doesn't help with reducing RAM pressure, but allows us to take the next step of dnyamically loaded/unloaded bundles.
Tests: Went to Abyss page in Editor. Built standalone, took a memory snapshot from main menu - offending assets still there
merge from fix_tags_levelurl -> main