115,906 Commits over 3,959 Days - 1.22cph!
Starting next conversation stage
Cleaned up conversation flow on tutorial npc
Fixed using the debug tutorial misison shortcut wouldn't allow speak to scientist stage from completing (TutorialIsland no longer implements IMissionProvider)
Finish off cooking tutorial
Refactor MissionObjective so we only have one ProcessMissionEvent method to override, it now receives a MissionEventPayload that includes any valid information about the event (a networkable id , an int or a uint)
Cuts down on lots of vague casting and prevents objectives overriding the wrong overload and inadvertedly missing events
Added consume mission objective type
Use HasCloseConnections instead of Vis.Entities for TrainCar and JunkPile
Added warnings for mismatched file id and mission not being assigned to manifest
Added a class description comment to ObjectWorkQueue
Updated tooltip text for JunkPileWater.Queue
Updated dev cam model. Moved to prefab for future adjustments
Some rich text handling improvements when using chat.add, still has some issues
Fixed 6point particle shader rotation breaking lighting
fixed rhib lod materials
adjusted LOD3 lod mat
wall rack LOD issue fixed
- turns out it was being triangulated badly so set manual traingulation of that particular polygon
issue was also persistent on a lower lod level, fixed that too.
burst module weapons have slightly reduced time between shots and a bit less recoil overall
display recovery probability and time left on wounded screen
tweaked sunglasses lens and lens_polarised albedos so that they are darker and more opaque
Tweaked train tunnel materials that rely on the oil_rig_trims textures. Attempted to make them look like how they did originally before the texture changes
Added oil_rig_trims_alt_spec texture
Merge from global_networked_bases -> aux2
Merge from global_networked_bases -> aux2
Fixed exception and emoji's failing to load if the emoji gallery was closed and reopened while emoji's were being downloaded from the server
Emoji's now download faster (was every 1.5s, now 1s)
New PrefabIdRef, allows us to store a PrefabId for a given target as simple uint instead of a direct link to the entity or manually copying the ID across. Includes a PropertyDrawer with an object field so the target prefab can be dragged into the field but only a uint is saved
New IgniteOven mission objective type
Started on follow up cooking mission
Make sure we definitely stop before world edge
The learn button will no longer appear on blueprints if the blueprint is already learned or is a default blueprint
Fix instanced meshes with 0 count writing 0 index & the culling system reading "0-700k" as the range for that mesh
Change `sliceIndexes` from a uint to a struct that has `startIndex` and `length` instead of reading the next index
Rename `sliceIndexes` -> `renderSlices`
Rename `sliceLengths` -> `sliceCounts`
Fixed emoji's not loading properly on the client if there were more than 4 custom emoji on the server
Server emoji's will now load in gradually, 1 emoji per second to avoid hitting the server rate limit
Refactor map shader so the bits related to getting the map pixel colors are in a shared include file
Add a new shader for things in the world which renders the map onto it
Updated clan table to show the actual map instead of something else
Reconvert building blocks for instanced rendering
Mark roofs & windows as "global networked" (again?)
Start removing instanced rendering configs from non building block entities
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Merge from clan_chat_emoji_fix
Move culling mesh counts to GPUCulling class
Remove all workshop skin support since it is causing issues & we can do it properly later
Change test_instanced_culling to spawn prefabs in a predetermined grid shape to identify patterns of meshes that fail to display / disappear
Increase gc.buffer default to 4096 in the editor so big maps don't take forever to load
Set ShouldTransferAssociatedFiles for painted item storage entity (fixes egg suit texture not transferring between servers)