110,902 Commits over 3,928 Days - 1.18cph!
Run material setup on procedural objects even if the world is cached
Subtracting
103462 (causing water rendering regressions)
Converted texts from the following loot panels to RustText:
- horse storage
- auto turret
- fuel
- fuse
- generics
- player corpse
- fish trap
- lantern
- locker
Fixed some loot panels showing "Loot" in their header instead of their actual name
Set SlopeScale for cliff_hills_large_temperate and cliff_hills_mid_temperate to 3 (baseline new functionality test)
Removed center terrain anchor from cliff_hills_large_temperate and cliff_hills_mid_temperate as it blocks placement on steeper slopes
Exposed TargetCount, TargetLength, AnchorModeInitial and AnchorModeRepeat in PlaceCliffs
Reduced TargetCount for cliff_hills_large_temperate from 8 to 4 (reduces generation time by order of magnitude with little visual impact)
Adjusted AnchorModeRepeat for cliff_hills_large_temperate and cliff_hills_mid_temperate to MaximizeHeight to ensure they stick out of the terrain as much as possible
Added TerrainAnchor.SlopeScale (scales anchor extents and offset as they are increasingly rotated, including its edit-time gizmos for easier tweaking)
Update FP.Nexus - fix failing to receive larger messages
world_update_2 -> world_update_2/radioactive_water
Prefab<T> caches PrefabAttribute on repeat calls
Ensured new nametag behaviour respects user setting nametags to true
Nametags are now re-enabled in basically every case when leaving a demo
Merge: from /main/expand_ipooled
Tests: tested all modes in editor, built client and server binaries, tried 2p local multiplayer - coor loop was good.
Merge: from main
I've reached a good checkpoint, so prepping to merge back to staging
Tests: tested all modes in editor, built client and server binaries, tried 2p local multiplayer - coor loop was good.
waterwell shopkeeper materials
First stab at fixing demos not re-enabling tags:
-Removed rendundant nametag enabled check
-Force an attempt at re-enabling tags anyway
Updated digital clock protection values
Applied the auto size settings from
103449 to the new accessibility colour dropdowns
Boosts active vitals SetText isLocalized = true
Updated Standing Coat Hanger Prop Textures to decrease the amount of rust and to add some height/normal details
Localized "Boosts active" vital
oilrig small and gas station S2P
Fixed wood ladder prefab using outdated material definition
Converted to MeshLOD along the way
fixed compound bbq being hidden away inside a building - put back in party area
fixed driftwood_set_3 incorrectly set lods
Update: TokenBucket implements IPooled
Tests: none, trivial changes
added terrain filter checks to coastal rocks
Update: Sliced-/GranularAudioClip.Grain now implement IPooled
Didn't realize there were extra similar types, added.
Tests: None, trivial changes
Reverted server rules text to use Unity's legacy text, so symbol characters work out of the box
servers rules aren't localized anyway, so there's no need to use RustText here
Update: Planner.Guide.Snapping implements IPooled
Another candidate for struct conversion - added it to the task.
Tests: tested with laser light snapping - still snaps
Merge from ai_wolf_iteration
Self intersecting polygon bug on Food_Cache_005
Update: SoundModulation.Modulator now implements IPooled
Ideally this should be a struct, since it's an 8byte object, but that would require to change too many places for now. Will create a separate task for this.
Tests: local session, ran around and shot - could hear steps, impact on different surfaces
Conservatively fix compile error caused by #if SERVER
Make target component API usage more consistent
Bring wolf to 0 runtime allocs by removing a lambda in the senseComponent
Fixed community UI font loading (introduced by 103397)
Changed the way we load the default font so changing its path won't break CUI anymore
Updated wainscotting icons
Added hex-a-gone prototype
Changed paneling height in wainscotting wallpapers. Added tiling yellow stripe wallpaper. Updated skin list.