250,406 Commits over 3,959 Days - 2.64cph!
Stop engines working if they have broken parts
Added a vehicle collision sfx slot to doors
Fix fuel and top speed stats showing up around the wrong way on the client
Merge engine changes branch to Vehicles. Save++ and Protocol++. Engines no longer run without a full set of internal items (any tier).
Engine performance work and bug fixes
Switch to a different spawn point strategy when the oceanlevel is increased (no more underwater respawning!)
Reworked vehicle push volume and door logic to stop the animation and revert to open if the door collides with a vehicle
Working on performance changes. Added engine start failure feedback for the user. Save++ and Protocol++ due to new engine module data.
fix driver clipping thru the seat on the armored module
fix seat clipping thru the back on the passenger module
Slightly lowered the deploy volume on the car lift so it can be placed in single height stone foundation structures
Add placeholder car_engine_start_fail sound file
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Fix NRE when opening the mining hat in the workshop editor
Fix workshop editor generating blank icons for wearables
Started working on a floor / ceiling widget
Floor / ceiling widgets done
Check engine light fixes on 2 modules.
Exhaust VFX tweaks.
Border vehicle headlight mipmaps to fix edge seams sometimes popping up.
Various vehicle interior/dashboard tweaks.
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added some barrage to levels
onion pattern polish, etc
onion diamondShot4 art polish & sfx
fix onion state changes
Fix broadcast messages not being returned to the pool
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Merge from comp (device sounds)
Ignore replicated convars with no name instead of erroring (why are they there though? modded?)
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[D11] Server ping: making sure the Unity's main thread and the .net async callback are accessing the connection via a critical section.
added movement layer collider to remaining stairs that needed it
onion wrappers pattern
onion wait times depend on num parts destroyed
Merge branch 'master' of SpaceUsurperUnity
mech form0 curse timing
new airburst aimer
vehicle part ui sound volume tweaks
repairable entities can specify repair effects
vehicle modules use metal repair effects
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Replay timing plot script tweaks
Remove outliers from frame time data
Static method to delegate conversion caching in Bullet
Fixed issue with first person shadows.
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Less annoying volumetric noise on headlights
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fix passenger module collider
fixed boat engine material
Wait until nav menu animation is done before loading ScrollTables
Added a script to generate a graph of replay test frame times per stage
Merge remote-tracking branch 'origin/master'
Log more timing statistics during replay tests
Slightly better mip filtering on dash lights for lower resolutions
Various vehicle VFX iterations
[D11][#3710] Server is sending the Attack Signal and calling the Attack RPC, which results in the attack animation being played, then interrupted and played again.
more position fixes to 3rd person weapon attachments, updated bounds and positions on some world models