255,878 Commits over 3,990 Days - 2.67cph!
Fixed genericsmall loot panel not looking at the requested loot title. Got missed as it's not in the loot panels scene
Don't run TreadAnimator unless player is within 20m (takes 0.3ms of time if player is in network range of launch site or junkyard)
Lock the loot wagon loot until the ore is removed
Don't show open interaction for the loot wagon
Furnace UI only lets correct items into input / output slots, slots grey out when empty & "it works now"
Destroy the ore when removing it from loot wagons, instead of sending it to the output
Loot wagon WIP, fills and unloads.
Try dropping held world item at correct position/rotation
Include current world position/rotation in model state so it's accessible on the server
Backup 2022/06/30 01:40:00 UTC
Simplified things, fixed normal issue.
Fix Surface not loading AudioMaterial properly making sounds extra wanky cause no material surfaces were defined
Add internal virtual GameResource.PostLoad( GameHost ) for GameResource in Sandbox.Engine to know what host to grab any dependency GameResource from
Defer calling GameResource.PostLoad until after all GameResource are "loaded" and can be grabbed with Resource.Get. Not really a hack and lets people do the most obvious thing
(Hopefully) Fix very annoying random crash on shutdown - sound events were getting double deleted
Exclude assets/scenes/prefabs/ and assets/content/structures/ from asset warmup since they would be required when spawning the world
Added new Figma colour pallette mirroring the predefined Figma colours as close as possible (see FigmaPallette.unity scene)
Dynamically adjust the frame budget for asset warmup depending on if the loading screen is open
Split convars so global.warmupConcurrency will only affect asset warmup (and halved it)
Update .addon (max players)
Citizen: fixed IdlePose_Default having been exported with 11 frames instead of 30
This fixes idle animations playing too fast.
Loot wagon WIP. Made a placeholder dirt pile.
Citizen/animgraph: reenabled standing long idle poses that I'd disabled for testing
Fixed satchel charges sticking to the storage unloading area
Citizen/animgraph: added generic standing aim matrices
IdlePose_Default is now properly symmetrical as was intended, and comes with 3 different aim matrices (normal, fully halved, vertical halved; the latter being the one in use) that solve limitations of the procedural Look At chains.
Added adminreflectionmultiplier and adminambientmultiplier for runtime lighting experiments
Backup 2022/06/29 19:33:54 UTC
Allow multi dimensional arrays on VFX
Initial work for tiled light sorter
Support for 3D arrays in VFX
Expanded roadside spawn areas.
Mergable RC.
Fixed berries & potatos not sprouting.
Fixed some terrain height and splat issues around the new monuments.
shotgun slugs now have less damage falloff
Fix per-frame cleanup taking a long time
Update title truncate limit since items are smaller
Fire exit - lods, self illum and terry skin
Merge branch 'master' of sbox
Speed improvement to lod selection when rendering large amounts of objects
Templates can provide a list of resource paths to get added to AddonConfig
.addon now gets written after the template is copied over, instead of before
disable todo list if gametips are disabled
bumped ladder up in t1 tech tree
new textures for corrugated_a (I might revert this if it turns out too life changing)
Templates cleanup, removed unnecessary code, sized down template items
ty @handsomematt for review
Tactical Helmet LODs
Lods for Tactical Helmet, up and working!
DrawMaterialIcon -> DrawIcon
Show project templates in the addon creator
Update game.minimal to use file-scoped namespaces
Managed asset browser shows real file extensions
Internally still use the "asset type" file extensions, except for images (png, etc) so they can be found via Texture.Load
Tweaked shadow proxy layer settings on a bunch of structures