121,151 Commits over 4,018 Days - 1.26cph!
Added new greybox scene containing all cube prefabs (for testing)
Backlog of unsaved mapping/modding prefabs:
- More tiled cube prefabs; concrete, charcoal, gravel, ceiling, roof and plaster
- Cold and heat volume variants (low, med, high)
- Toxic/radiation water cube + cylinder prefabs
- Admin spawnable invisible 3x3 cube + wall
- Static fire prefabs (looping)
- Static xmas light string prefab
- Static spraycan decals
- Birthday cake prefabs
- Invisible static PressButton
move clouds to branch off main
- clouds can cast approximate shadows on world
- add exposure/contrast parameters
- add dedicated configuration for coverage worley
- adjust atmospheric haze mie scattering
- Got recent transactions displaying
- Fixed index
main -> vendingmachine_transaction_history
radiation_cube_support -> main
- Code cleanup
- Minor bugfixes
- Reserialised sprinkler
Subtract merge from broken queue_improvements branch
Cherrypick menu loading screen change
Cherrypick code changes from queue_improvements onto new branch
merge from queue_improvements -> aux3
Fix compile error by adding missing namespace
Update: change indent_style to 4 spaces
Tests: regenerated projects and tabbed a couple times - it's spaces
Update: PerfFwkManager can switch scenes
- Done via a basic command interpreter (same as ConsoleSystem, just supporting coroutines)
- renamed PerfFwk.IsReady to IsDone
Tests: ran the LoadProcTest - asserts validated the switch is done, but no proc gen happening yet
Use spine3 twice in spinebone list (temp solution for spineIK errors)
better gibs and saved better icon position
Remove now uneeded sound defs.
Refactor to remove duplication.
Show building blocked message in upgrade menu.
Give box collider support to trigger radiation:
- Ensured modding radiation cubes work
- Applied Cube Prefabs
merge ice_sculpture -> main
updated ice sculpture icon
- updated render scene as it needs custom tweaking to get an icon rendered
Catapult projectiles cleanup
Added new ballista bolt items
ice sculpture pedestal gibs first pass
re-baked construction guide mesh
Layer exclusions when upgrading
mesh collision for ice sculpture pedestal
▍▌▉▅ ▊▌▋▄▅█▆▇ ▊▇▊█▊ ▋▊▇ █▄█▌▆▉▅ ▄▉▆▊▄▄▍▊ ▅▄ ▇▅▌█
Update: Executing deferred command and waiting for it's execution
- also fixed the deferred command not being executed because it's missing the prefix (this took weirdly long to spot)
Using it to pass control for the actual testing top the game assembly
Tests: Ran LoadProcTest, it passed
mini crossbow viewmodel animations updated
Increase stone wall player deploy volume area to include collision area.
Set time placed.
- Wrote a script to resolve duplicate bone names by appending digits
- Removed the vast majority of duplicate bone warnings on siege tower (rest will need looked at after art pass)