120,540 Commits over 4,018 Days - 1.25cph!
Third pass on jungle ruins COL meshes after review. Fixed transforms on stone pile COL. Hooked up missing COL mesh links.
Can place wallpaper on blocks already having wallpaper for easy reskinning (if the selected skin is different)
Merge: from parallel_validatemove
- Removes PlayerCache.ValidPlayers allocs
Tests: took a snapshot on Craggy in editor
Optim: PlayerCache.ValidPlayers no longer allocates garbage
Tests: took snapshot on Craggy in editor to confirm
Merge: from main
Tests: none, no conflicts
Merge from jungle_update (compile error fix)
Merge: from profiling_improvements
- Reduces overhead of serializing to/from ProtoBuf by not tracking BufferStream calls
Tests: snapshot on Craggy in editor
Update: further filtering of methods
- Dropping BaseEntity.Is* methods that are just HasFlag wrappers
- Dropping new Rust.Data BufferStream and RangeHandle
Should reduce overhead on serialization
Tests: snapshot on Craggy in editor
Merge: from main
Tests: none, no conflicts
Merge from workshop_normal_and_compression_fix
scene to prefab all (to refresh tunnel entrances for env volumes)
Restore changes to BaseProjectile lost in merge
Added a tip for how to climb trees
merge from spatially aware branch - underground train tunnels and caves content converted
Experimental vine chaining
Hold E while swinging on a vine to automatically grab onto the first available vine at the destination branch
Can only chain to destination vines that are within 90 degrees of your direction, so you can't loop back and forwards
Can be disabled with VineMountable.allowChaining convar (defaults to true)
Another fix for serialisation layout
Added kapok_b variant
Manifest
Expose DismountViewmodelHoldTime on VineMountable
Flatten look angle when deciding what branch to swing to
Merge from TransferAllItemsToContainer_nre_fix
Speculative TransferAllItemsToContainer nre fix
Add a corner icon when meat is being refrigerated. Especially important with the new vending machine fridge
https://files.facepunch.com/ianhenderson/1b1611b1/Unity_3xOHJjqneq.png
vending_machine_fridge -> main
Reset all existing vending machine prefabs to 128 slots for good measure
Remove logs, moved capacity code into delayed method.
Hardcode capacity into the npc vending machine instead (if the slot number is unset) . They all have the same capacity anyway - saves doing S2P on all monuments with vending machines.
Revert last change, add a new disableLerps option to Ironsights component that will override any animation when calculating the viewmodel rotation while in ADS
Fixed issue causing outpost and bandit camp vending machines to be out of stock
Adjust blowpipe ironsights intro speed to 1.5 (was 2) and adjusted intro curve to kick in later, seems to fix it sometimes overshooting at the cost of a slightly slower ADS
Setup correct deployed vending machine slots 36 -> 30
Mild texture param tweak.
Snake reveal & snake hide prefabs.
Removed debug gizmo.
Applied FX to prefab.
Fixed floor and foundation using the wrong wallpaper skin id
Pressing right click with wallpaper in hands open the skin selection menu
Applying some properties that were modified in Procedural Map scene to the World Setup prefab
Keep at least 50m distance from harbors to other monuments (fixes harbor spawning too close to jungle swamp)
added dlc gesture preview and hooked up