108,621 Commits over 3,867 Days - 1.17cph!
Fairy lights:
Light bulb generation tweaks
Spawn a real point light at each point
Minor fix on the xmas light deployer
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Clean: fixing depr warnings in Scripts/Effects
It's all just ParticleSystem module usage additions. 39 warnings to go.
Tests: none, trivial changes
Clean: fixing depr warnings in Scripts/Game/
- SceneToPrefab - using SaveAsPrefabAsset instead of ReplacePrefab
- More ClientRPC(RpcTarget) usage
- More ParticleSystem module usage
- CreatorGibSpawner now caches and restore entire Random state when changing seed
- prefabAssetPath -> assetPath
Tests: Tested SceneToPrefab workflow by building "water well" monument prefab - although it produced inconsistent diffs, original impl also did. Checked the generated prefab visually - it matched. Also walked through Unity's call tree - the controlling variables were the same.
About 55 left
DLC icons, colours and prefab updates
Make fsms easier to edit by exposing them on the prefab
changed minimum sizes for unique environments procmap spawns
canyons 3500+
lakes 3000+
oasis 2000+
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
hid the barrier at the gates as it often floats on some seeds
Fixed offset in vehicle mountable gizmos
cleared a blocker in master house bedroom
added back missing ceiling lights in off variants in storage building large
detached the barriers from front gates to allow AI vehicles through
cleared a wider pathway for AI vehicles to drive through town
raised mud tracks slightly to cope with procmap weirdness by the roadside
Try/catch GetDefinitionsWithPricesAsync and print any errors as warnings so we can still see it happening but don't kick people from servers
Run RefreshItemList on repair bench panel in OnOpened rather than OnEnable so it's not firing during asset warmup
Fixed some more custom mode edge cases
Fixed condition sorting not producing deterministic results when comparing items that don't have condition
WIP demo: https://files.facepunch.com/jarryd/1b0711b1/Unity_OwO8TrZeZp.mp4
Added an option to set the sorting language of a box to the current client language in the sorting settings, allows accurate alphabetic sorting for non-english languages
For when you need to sort your Pierres from your Bois
Load all translations on the server so we can do language specific alphabetic sorting server side (hardcoded to english for now)
Office Ceiling A material/texture pass.
Added a way to opt out of automatic sorting, enables a button on the container to sort instead
Deployable industrial fluorescent lights
Deployable string lights tests
Fixed sorting settings not getting immediately applied on the client side when changed
Items not present in the custom snapshot are now last
Better handling of blueprints in custom sorting mode
Fixed snapshot not working reliably
Better grid layout for custom mode
Alphabetic sorting now works with blueprints (sorts based on name of the blueprint target)
Fix soundtrack not showing as purchased
Implement song preview with auto toggle off
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Minor code change on the wire deployment following the construction errors refacto
merge from buildingerrors_improvements
"Blocked by ore" when placing on ores
"Blocked by debris" when placing on debris
Renamed HAB repair dummy item name to display "Blocked by Hot Air Balloon" error messages
Fixed various NRE when deploying items on non-entity world prefabs
Proper toggle setup for playing music
Populate the DLC tab and get popups working
Fix FlexTransition breaking if SwitchState is called before Awake is actually called
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reset scale variance on wood log pile
Removing "RECYCLER IN SAFE ZONE" spam at server startup