132,652 Commits over 4,293 Days - 1.29cph!
merge from adventcalendar_effect_fix
Fixed another plane in the same effect
merge from adventcalendar_effect_fix
Fixed open_advent fx collision plane layer, clients were able to walk on it, causing flyhack kicks
Added detail panel, can select tests to read their description and result message
Bugfix: TickMode 1 - add missing overrideOtherTriggers check
Tests: none, trivial change
Ensure a turned off turret won't try to predict movement on the clientside
Run rotate at 10hz rather than 20hz.
Run send aim direction at 10hz rather than 20hz.
Run look for targets at 5hz rather than 10hz.
Update: remove dead vars and cache == null check
Tests: none, trivial change
fbx update salvaged hammer
Salvaged Hammer Refresh models and textures
Update: add paste_line <name> [count = 1] [offset = 1] - will spawn the clipboard in a line using player's facing with offset-sized spacing
- also if pasting players, make sure they run their ForceTriggerUpdate
- codegen
Tests: spawned a 100 boats in a line
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Cache all the data instead of parsing everything in OnGUI
Some cleanup
Rejigged exlosives box prefab (non-variant, split off matrix displays). Reran manifest.
Test runner window automatically loads the last results after a test suite has finished
Can run tests from the window
Fixed negative scale warning on cannon gibs
Remade scrap box prefab so not prefab variant. Renamed prefab to remove "wooden". Added scrap box LODs. Adjusted metal/gloss levels on scrap box. Updated manifest and localisation.
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merge from indirect_instancing
Keep Indirect Instancing disabled by default (until rare wrong object bug is fixed)
* Improve job scheduling to make leaving the job phase more robust through loading screens
* Fix NRE when trying to remove instances before Indirect Instancing was initialised
Add vertex density slider for terrain detail
Fix grid position alignment issues with some cell sizes
Editor recreates terrain buffers on inspector changes
main -> autoturret_improvements
Revert
140177 - needs more investigation
boat_ai_boxing_fix -> main
BoatAIInstruction uses nullables to get around the 1 allocation per queue add (thanks Daniel!)
main -> boat_ai_boxing_fix
notification_custom_link_support -> main
Allow external/internal arguments to be passed
Fixed tutorial islands getting the wrong ID when loading a save
First pass of test runner editor window, still wip
Can now create notifications with custom links
Fix player collider not being the right size when waking up for a frame, caused incorrect triggers to be picked up by ForceUpdateTriggers
This resulted in the player being affected by the TriggerPlayerForce attached to boat blocks when waking up, which happens when entering/exiting the deep sea
Merge from boat_water_fx_optim
Even more fx optimisations, move the blocks into a work queue and support breaking out mid processing if we take too long to avoid queue overruns
Also added early returns for disabling fx (so fully occluded blocks are now effectively free) and bypassed the Angle calculation if a block is fully occluded
scrap box - initial prefab setup, item created, placeholder icon created, updated localization, updated manifest, updated icon manifest.
Collisionmeshdata error fix for Candy Cane, Ball, Present
Swap to of the anchor colliders to metal where it makes sense
Swap bbs interaction colliders to wood instead of concrete
Sail is now actually cloth instead of wood
Made colliders a bit more accurate on the top
Update workshop scene "publish submission" info paragraph
Fix a duplicate bone name on the cannon
Swap interaction collider from box to sphere, fits better and stops bullets getting caught on the corners like before
Fix incorrect material