113,797 Commits over 3,959 Days - 1.20cph!
merge from full_server_demos -> aux2
merge simple_upload -> full_server_demos
First pass on swing bridge functionality
See Moves array on HarborProximitymanager, contains an entry for each entity to move which includes a start point, end point and a curve to control where the entity will rest between those two points based on the normalised path of the cargo ship through it's docking waypoints
Force update passthrough UI when switching between an input/output handle
Use async loading to load the menu+game+engine UI in parallel
Boilerplate harbor proximity manager to move objects as the cargo ship gets close
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Fixed auxiliary outputs messing with how we calculate power drain
Fix container Ids
Manifest
Compile fixes, player animator update
Merge from main (stomped animator changes, will need to be regenerated)
talk_06 anim settings fix
Change blocksize convar from bytes -> MB
Bike roll stabilisation work
some missing files from an earlier commit today (after a rename)
KARGO decals files
added decals to test
set metalness value on spraypaintcan.mat to 1 (it was set to 0)
Fixed memory cell power passthrough being showed on both outputs
Fixed the slight delay before the passthrough value UI gets updated when looking at an IO entity handle
tweaks to screw placement on texture group 03
extra material screen and uploaded crate models
lots of tool size and position tweaks, new crates, removed wood supports, rebaked maps
Fix wrong conditional compilation symbol in EnsureHarmonyLoaded()
vm sks attachment and ironsights
Simplify the upload logic to upload each demo chunk slowly rather than try to squeeze each one within 5m
Set default max concurrent uploads to 20 streams
Add convar to print upload progress `print_upload_progress`
Add convar to configure upload timeout `upload_timeout` (default 100s)
player update. regular/beach/secret labs/rocking chair prefabs and anims edited so sit pose is correct.
Fixed timer, fog machine, strobe light and spooky speaker auxiliary inputs draining power
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Bradley scientist AI design update.
AIInformationZone can now place move points on terrain.
Disable AI data on spawn.
Final tweaks for brutalist church
set dressing level 3 rooms
Fixed industrial crafter not draining any power (now drains 1 when ON and 0 when OFF)
Fixed no passthrough components (eg: tesla coil) not draining anything from batteries, a regression from recent changes
player update. set up torch, skull torch and divers torch.
Exposed the total number of boxes and tweaked their spawn order
scaled down creeping trees in junkpiles by 25%