136,391 Commits over 4,474 Days - 1.27cph!
Fix missing } in DartsGameLeaderboard protobuf
merge from cui_multi_destroyui
fixed import options for tree fence collider mesh
Merge from main. Messy, lots of prefab conflicts, took main for them all as I hadn't changed them locally.
Resolved protobuf conflicts due to additions from multiple branches, kept 234 as spare so they can all remain sequential.
Needs codegen.
updated the gas station collider - removed the lift from it
Merge from workshop_subsystems
Very annoying refactor to add support for AnimationSubSystems to the workshop preview scene
Sub systems can now be initialised with just a PlayerModel and no BasePlayer
Merge from invoke_cleanup
Move colour grading, bloom and exposure apply to UberPostPass to match BRP and enable finer post effect reordering
Apply greyscale after colour grade (fixes NVG)
Remove linear conversion in ColorAdjustments to match BRP
Use linear conversion in greyscale to match BRP
Fixed a missing CancelInvoke in Climate
Fixed up ItemModConversation, it's just a prototype and not in use but it's bad code
Fixed most cases of Invoke being used with a string parameter and not a method (which usually won't work on the client)
Notable cases I left untouched: CommunityUI
Notable cases I fixed that might fix bugs in game:
-UVTextureAnimator, looks like it might be used for some blood fx
-WillifeHazard scaling (snakes)
Merge from terrain_copy_window
Added a car lift to dome (editor only)
ElectricGenerator now saves/loads it's requiredPowergridStage
Otherwise any setting to this in monuments would be lost on server restart
Bake into a MeshTerrainRoot so the final result is more usable and can be moved around
Server fix, grey out foliage option at edit time
Added CommunityEntity.DestroyUIs RPC - designed to be able to destroy multiple CUI panels at once
Merge from hackweek_granular_mortar_UI
Created a new Terrain copy paste window that wraps the functionality of the existing copy paste tool with some nicer UX
Updated it to bake out the terrain, using the terrain baker from the tropical island
IOEntityEditor is now a dockable toolbar
Fix NRE on boot of standalone monument scenes (PowergridManager)
Fix a few companion app pool leaks, flagged by adding the non caching attribute to broadcast methods
Fix all clan actions not returning their result protos to the pool
Fix DeepSeaManager.TeleportPassenger incorrect pooling
Slight refactor, got rid of an unnecessary class and method
Fix pool leak in DisplayingBoxStorage
gamesroom shotgun trap
- icon updated
- prefab updated
gamesroom shotgun trap
- visual magazine reloading setup
- textures updated
- game model updated
merge from hackweek_parented_ddraw/identifiers
merge from hackweek_parented_ddraw/text_ztest
Powerplant player states.
Various related fixes and improvements.
File cleanup.
merge from fix_apartment_hostile_warning_flicker -> main
More fixes for the hostile warning
- don't count up weapon draw duration while they have the CombatZone flag (as the client won't know to holster their weapon until metabolism clears the flag)
- fix MarkWeaponDrawDuration() rounding down the newDuration but not oldDuration when checking if it needs to send an update
merge from main -> fix_apartment_hostile_warning_flicker
merge from apartment_break_in_sound -> main
Cow will now run if the player it's following gets too far away
Reserialize the break in sound as it didn't have a sound class assigned which was throwing NREs
Play the break-in key jingling sound when the break-in is happening
- set flag on the door when break-in is active
- client plays the sound
Assign the sound effect to the apartment door prefabs
Fix outpost bag called "Compound" instead of "Outpost" in softcore