112,046 Commits over 3,928 Days - 1.19cph!
Possible fix for team member UI displaying incorrect values when spectating
Fixed poker tester GUI layout errors when no game is in progress
Reapplying changes from map_perf_improvements, the merge for that branch was too messy so I'll just reapply the changes with the new vending machine UI in mind
The test scene for these changes is 4 clusters of 100 vending machines each, baseline takes 109ms with 3.1mb of GC to populate the map
Don't spawn the child vending machine icons for the cluster icons, they're not used anymore so this saves a huge amount of instantiations (saves 2.5mb of allocations and 91ms)
Convert the material params in MapView update into cached ints (saves 0.06ms every frame while map is open)
Add a Poolable component to the ShopMarker and Shop marker cluster
Fix the client side vending machine data not getting returned to the pool when a marker is populated
Converted the drone marketplace map view to spawn the child vending machine markers on demand rather than when the map is opened and closed
Final result: 6.56ms and 35.2kb of GC
Crude gestures source anim + projects files (from hackweek)
▋█▌▍ ▊▉▆▊ ▆▍▇▋▍▌ ▍▆▋▅▌▆▆▍▌▅█
Merge from main (right branch this time, lots of conflicts)
- New flexible system using a new Unity 2021+ feature allows vehicles to have items/corpses pass through without having to do any IgnoreCollision calls
- Replaces the previous system for helicopters vs. dropped items
Make the paths a little more transparent
Nexus ferry path stub, wont implement for this update
Refactor to support including more ocean paths
Added support for showing harbor approaches
Unsaved work, change the bundle manifest to a straight list of bundle names as the new build process doesn't produce manifests
Added more TreeLOD tests for bushes
Merge from hackweek_combat_playground -> aux2
Add convars to scale throw distance of grenades (so right click can be a short toss instead of droping a live grenade at your feet)
Merge from hackweek_combat_playground -> aux2
Try disabling ambient volumes (the thing that makes it dark inside buildings) to increase visibility
Merge from hackweek_combat_playground -> aux2
Add `barricades_in_monuments` convar to allow barricades to be placed anywhere in monuments
Add `barricades_decay_override` convar to set forced decay time of barricades
Cliff progress
Greyboxed coastal cliffs
Prototyped a walkable sloped path that will allow steep cliffs to be climbed
More work on the hill cliffs
Greyboxed coastal rocks and did first placement pass
Deleted obsolote files
▊▌▌▆▅▌▌▉▄▉ ▉▋▉▌▍ ▍▋▅▉▌▊▊▇▊▉█▋
Merge from hackweek_combat_playground -> aux2
Overheating now causes food and hunger penalty instead of health loss
Default to sending replicated convar to server instead of telling me I can't run it clientside
Add replicated convars to scale player movement speed clientside
- movement_speed
- sprint_speed
- jump_height
- fall_damage_threshold
Ensure scientists won't be targetted by heli
Rigidbody and speed information now applied to wheels on the clientside
- ▌▄▋█▆█▍▄ █▋▍▉▊▅▌▌▆, ▄▅▌▌█▅▅▆▅ ▉█▍ ▅▌▉▇ ▉▋▅▋ ▍ ▋▉▊▄ ▇▋▅▅▍▇ ▇▋▍▍
- ▋▋▌▇▌▊ ▆▅▌▉▄▇▍█▆▅ ▇▊▅▇▆ ▊▅▌ ▅▇▍▄▅▆▄ ▆▅▌▌▉▊▇▆ ▅▋▊▊ ▄▄▍▌▋ ▌▋▍ ▊▊▊▊▄▊▄▆█/▊▅▍▊█▋ ▅▄▊▋
- ▉▄▇ ▍▉▊▍▄▌▅▉▆ ▅█▆█▊▉▅▋ ▍▉▅▌ ▉▉ ▊▄ ▊▆▋▌▅▅ ▆▍▆
- ▊▄▄▅▉▆▄▍▇▍ ▉▇▄▅▊▌ ▌▌▍▌▉ █▍ ▍▍█ ▉▇▊▅▄ ▅▇ ▅▍▉▅▊█ ▇▄▌▅▊▅ ▊▉▅▅▍▆▇▆▄▋▅ ▄▄ ▅▄ ▊ ▋▆▆▍▇ ▄▍▅▄
Allow grenades & explosives to be modded
Fixed vendor not restarting properly after stopping
FP.ArrayPool fixes to not return too small buffers
vm sks - added walk state & forward param to anim controller
added missing skin models and cleaned up scene, sorted alphabetically
Initial work on stopping for bradders
Setup vehicle pusher in front of vendor - shunts cars away