144,992 Commits over 4,444 Days - 1.36cph!
tweaks to apartment large and med dressing, cleaned up large apartment having props outside the -furniture- group and thus not culling
Merge from new_navmesh_fixes, fix crash on linux, fix error when no saved navmesh yet on disk
merge from hanging pot plants
set dressing progress in floor 5
Log warning instead of error when no save file for navmesh is found
Fixed not being able to reskin large furnace while there's storage adaptors attached
Fixed reskinning regular furnace <-> legacy furnace not preserving attached storage adaptor
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renamed to wip title bar games, rebuilt skins
Fix an issue with streamer mode showing your own name when use_steam_nicknames is enabled
set dressing progress in floor 5
converting all Acceleration/VelocityChange to use Force/Impulse in prep for engine change
re-factoring the apartment wing prefab a bit with all floors set dressing organised under props
disabled a bunch more shadow casters on top floor, base for 5th
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Only enforce additional parent validation if an AreaCheck socket mod is present on a deployable, otherwise revert to original behaviour
Created a separate Electrical Branch config UI prefab so all I/O cant be named
update SetRenderFunc calls
subtract
153677 areacheck_parent_fix
merge from spraycan_reskin_refactor
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fix for last thrown dart in 2p counting as next players first throw
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Communal interiors progress / top floor dressing
fix scoreboard not updating for 2nd player
potential fix camera bug by removing viewmodel camera bone animation
Exclude SimpleBuildingBlock from tests as we are only interested in testing deployables here, not construction, high walls or wall frame socket pieces
Gamesroom
- ran localization
- ran manifest
- ran skins
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Gamesroom Minifridge;
- Greybox wip model for minifridge
- Setup item, skin files and prefabs
- Icon, material setup
RRP contact shadows fixes
Tidy up how deployables are filtered for this test by using a new TestParameterSource
Fixed a bug on the TestRunnerWindow where clicking 'run' would incorrectly run editor tests in play mode after changing prefab source attributes because of stale values. Changing this and my editor test worked again. Previous unreliable fix was to untick and retick tests before running but that didn't work for me
Ugly initial setup to stop grenades + c4/satches from feeling laggy to throw and stop them coming out of the players eyes
Implemented the new client version notification: if a new release or staging client is released, the player gets a local notification telling them to update their game
Latest changeset numbers are in the manifest, so its refreshed after every manifest update
Moved notification convars to a partial class