111,292 Commits over 3,928 Days - 1.18cph!
Added aileron controls
- arbitrary control surfaces meant this just needed to add a surface on the edge of wing with opposite rotation axes
explicit surface lift calculations replaced with processing a set of serialized surface types
Clean: Fixing depr warnings in Scripts/ConsoleCommands
`objects` and `textures` vars can return 2GB+ memory size values per object now.
- Application -> SceneManager
- refreshRate -> Round(refrestRateRatio.value)
14 to go
Tests: none, trivial changes
Deployable spot light, orientable using a hammer (like CCTV cameras)
Clean: Fixing depr warnings in Scripts/ViewModel
- More ParticleSystem module usage
- Also removed obvious comments
19 to go - there's basically no more large groupings, so the CLs will continue to be small
Tests: none, trivial changes
Clean: Fixing depr warnings in Scripts/Client
- More ParticleSystem module usage
- Application -> SceneManager
23 to go
Tests: None, trivial changes
Clean: Fixing depr warnings in Scripts/Procedural
- Removal of dead Render.mateiralType
- Renderer.castShadows -> shadowCastingMode
- WWW -> UnityWebRequest
- Explicitly use default QueryParameters for a RaycastCommand
26 to go
Tests: None, trivial changes
removed ladder box from sphere tank interior collider
BugFix: TerrainMeta now updates Terrain Material if it's missmatching
Unity's deprecation made it so that our validate-and-update logic broke with 2019.2 and it's been silently skipping it.
- Removed obsolete code (it always returned MaterialType.Custom)
- Updated Hapis TerrainConfig to reference Terrain.v3.Hapis material (so that new logic doesn't set the wrong material on validation)
Tests: Validated that all Release worlds have matching materials as in their TerrainConfig.
made armored window's collider soft side planar
Item store view with custom header
Stagger wolf when damaged a lot, instead of on every head shot
disabled shadow proxies on Launch site factory prefabs, walkways prefabs
converted remaining walkway prefabs to MeshLOD
Add wolf bark before coordinated attack, add proper death state
plane updates
- non-control surfaces use a different lift curve
- adjusted curves
- mouse input for pitch/roll, keys for yaw
- debug csv output for surface values against different AoA
- added testing scene
playing with shadow proxies for master house shadow flicker
fixed cctv name spelling mistake
Fairy lights:
Light bulb generation tweaks
Spawn a real point light at each point
Minor fix on the xmas light deployer
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Clean: fixing depr warnings in Scripts/Effects
It's all just ParticleSystem module usage additions. 39 warnings to go.
Tests: none, trivial changes
Clean: fixing depr warnings in Scripts/Game/
- SceneToPrefab - using SaveAsPrefabAsset instead of ReplacePrefab
- More ClientRPC(RpcTarget) usage
- More ParticleSystem module usage
- CreatorGibSpawner now caches and restore entire Random state when changing seed
- prefabAssetPath -> assetPath
Tests: Tested SceneToPrefab workflow by building "water well" monument prefab - although it produced inconsistent diffs, original impl also did. Checked the generated prefab visually - it matched. Also walked through Unity's call tree - the controlling variables were the same.
About 55 left
DLC icons, colours and prefab updates
Make fsms easier to edit by exposing them on the prefab
changed minimum sizes for unique environments procmap spawns
canyons 3500+
lakes 3000+
oasis 2000+
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
hid the barrier at the gates as it often floats on some seeds
Fixed offset in vehicle mountable gizmos
cleared a blocker in master house bedroom
added back missing ceiling lights in off variants in storage building large
detached the barriers from front gates to allow AI vehicles through
cleared a wider pathway for AI vehicles to drive through town
raised mud tracks slightly to cope with procmap weirdness by the roadside
Try/catch GetDefinitionsWithPricesAsync and print any errors as warnings so we can still see it happening but don't kick people from servers
Run RefreshItemList on repair bench panel in OnOpened rather than OnEnable so it's not firing during asset warmup
Fixed some more custom mode edge cases
Fixed condition sorting not producing deterministic results when comparing items that don't have condition
WIP demo: https://files.facepunch.com/jarryd/1b0711b1/Unity_OwO8TrZeZp.mp4
Added an option to set the sorting language of a box to the current client language in the sorting settings, allows accurate alphabetic sorting for non-english languages
For when you need to sort your Pierres from your Bois
Load all translations on the server so we can do language specific alphabetic sorting server side (hardcoded to english for now)
Office Ceiling A material/texture pass.
Added a way to opt out of automatic sorting, enables a button on the container to sort instead
Deployable industrial fluorescent lights
Deployable string lights tests
Fixed sorting settings not getting immediately applied on the client side when changed
Items not present in the custom snapshot are now last