106,641 Commits over 3,836 Days - 1.16cph!
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Shifted from using subemitters on the rocket projectiles
Auto-hover more closely to the desired height
Add a small delay before opening the doors when arriving at a floor
Rocket trails WIP
Animation helper tweaks
Fixed door not opening if elevator is already at that floor and it's not at the top of the elevator shaft
Split out the office elevator prefab into it's own prefab, expose the wait delay on the prefab so it doesn't get applied to every elevator in the game
Remove gun cam on server side
Elevator test scene (Playground_NuclearElevators)
Suppress animation errors for now
Initial flow for opening extra set of doors attached to the lift
Enable mipmaps for drone and PTZ icons
Move drone slightly up when deploying to avoid it clipping the terrain and flinging up
Fixed Door.cs DoPrepare not having #UNITY_EDITOR directive
Change PTZ zoom to cycle through presets like binoculars
Silo prop dressing progress
Merge Misc Fixes Feb23 -> Main
Cache steamid -> wipeId if you are accessing it outside of BasePlayer
Add unique wipeId to each player so we can identify players across wipes without using steamid
Created LODs and colliders for the silo hatch
Moved silo hatch to a correct position
Give each wipe a unique GUID and embed it as an optional value in the .sav
More EOS pinning improvements
Updated BSDF borrowing from HDRP; setting the stage for anisotropy, translucency, irisdiscence, clear coat etc
Set up helper animations for rocket FX
Adjust zoom speed to change much slower
Adjust pitch/yaw clamps for PTZ camera
Update crosshair color to be more visible
Fix client/server compile
Applying EACServer fixes to EAC
Rolling back ArrayPool removal from NetWrite and NetRead
EACServer experiments / debugging (continued)
merge from cliffs_collider_pickup_fix
merge from cave_large_hard_terrain_fix
Drone and PTZ Cam techtree setup
added the elevator shafts prefabs to the scene
S2P
Directional material effect on industrial pipes is now more spaced apart and moves slower
Crafter no longer plays looping audio all the time, only while a craft is taking place
Merge from crafter_improvements
Don't play the disconnecting sfx and UI when holding RMB and looking at an IO socket that you don't have building privilege for (this was rejected on the server anyway)
Only abort an industrial conveyor job running long once it fully processes an output, can lead to strange output results otherwise
Fix some edge cases with blueprint min/max values
Fix splitters not splitting properly
Fix some server/client issues
Sync turret rotation to client, via save/load for initial sync the via RPC on when angle changes