113,185 Commits over 3,959 Days - 1.19cph!
Fix wrong tooltip on tutorial tag in server browser
Fix incorrect alignment on tutorial tag in tag list on loading screen
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More gaseous muzzle fx.
Better calibrated tones on muzzle flash side/front textures.
Pass the player ducked state to the WearableFadeToggles
Fixed female wearable chicken version having a slightly different randomisation setup, leading to a mismatch with the world model
Added video header to Adobe building skin page. Updated existing image media assets.
Some bike physics and visuals work
Updated MoveSelected to remember last chosen target object
Parent the containers to the ship
Fixed container doors getting deleted when they enter the cargo ship bounds
MoveSelected editor script - quicker method for moving bulk game objects into another object
Implement new crane into harbor_1 monument, S2P and enable cargo ship in CargoDocking scene for demo purposes
Added the test scenes for the harbor refresh to the scenes drop down
Harbor cranes now pick up container spawn points dynamically
Add a temporary set of container destinations to the cargo ship (to both layout variants)
Add an OnArrivedAtHarbor method to cargo ship that finds nearby cranes and tells them to start moving
Source Updates - Hide Poncho Material and Texture change
Removed power consumption from splitters, root combiners and electrical branches
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Fixed electrical lights requiring 1 power when off
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player update. tamborine holdtype updated with latest idle pose
player update. tamborine entity edited so the it is held correctly and its holdtype updated with latest idle pose
player update. cowbell entity edited so the it is held correctly and its holdtype updated with latest idle pose
player update. pan flute entity edited so the it is held correctly and its holdtype updated with latest idle pose. xylophone deployed prefab updated so the drum sticks are held correctly
Adjusted cargo path
Notifier component placed harbor
Reran Scene2Prefab
player update. megaphone entity edited so the it is held correctly and its holdtype updated with latest idle pose
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Fixed memory cell draining battery on both sides instead of from the active output
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Initial approach logic:
Cargo now calculates tangents of each patrolfar node and compares the angle and distance to find the best scoring point
Debug outputs for this
player update. trumpet entity edited so the trumpet is placed correctly and its holdtype updated with latest idle pose
Scene2Prefab
Added docking path to harbor 1
player update. exported updated homing missile launcher anim set and holster position updated on its entity
Make the UI designer screen larger to fit the extra states on.
Update bradley scientist AI design with recall states/events.
Update state for recalling scientists
Added a WearableFadeToggle component that is added dynamically to leg renderers if the LegFade toggle is enabled on a Wearable
Currently awaiting a material integration, so it can be toggled via the Fade toggle on the PlayerModel, eventually we'll toggle it if the player is crouching
merge from tutorial_island
small oilrig scene progress
S2P
small oilrig prefabs update
colliders update
Fix tutorial achievements not unlocking (they were set up as client side awards but we block achievement progress while on tutorial island - this block was removed specifically for the two new achievements but only on the server when it needed to be on both sides)
Revert Playground to version from main
Add new CargoCraneTest scene to test the crane in isolation
Removed the HarborCraneManager script from last week, roll all of the functionality into the crane as we might have multiple
Fixed some tutorial pop up video prompts not working after the player respawns due to triggers not getting a proper exit/enter
Legacy wood building skin video header
Removed power consumption from all the following logic gates: AND, OR, XOR, memory cell, timer, blocker, rand, counter, switch and smart switch
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Make debug.starttutorial set tutorialenabled to true when called in the editor, saves manually enabling tutorial every time
Don't show return to survivor mission step until player has filled TC
Optimise UpdateResourcePings process further, don't run a Vis at all since we can just iterate over the networkable entities in our tutorial group
Make it run every 3s instead of every 1s
Fixed AND, OR & XOR gates draining batteries on both sides instead of only the side with the highest power input
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