244,583 Commits over 3,898 Days - 2.61cph!
Re-enable Nagle by default, Protocol++
playing with shadow proxies for master house shadow flicker
fixed cctv name spelling mistake
Component RPCs sent Id instead of type name string allowing RPCs from multiple components of the same type. Protocol++
Fairy lights:
Light bulb generation tweaks
Spawn a real point light at each point
Minor fix on the xmas light deployer
Make accel/braking rate properties, jeep accelerates faster but has slower top speed
Proportional friction force, prevents wobbling
Remove force gizmos
Tweak handling
Reversing
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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
Wheel gizmo
Adjust and balance wheels
Add steering, jeep drives properly
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
viewmodels now all have empty and full magazines in bodygroups
DLC icons, colours and prefab updates
Make fsms easier to edit by exposing them on the prefab
Get rid of material override on the jeep
changed minimum sizes for unique environments procmap spawns
canyons 3500+
lakes 3000+
oasis 2000+
Remove minimap overlay tint for now
Add ticket draining based on occupied capture points, can configure drain frequency, drain amount per point
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
Re-rendered minimap, given minimap volume and label to cap points
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
Added capture point component, prefab with variables
Revert, people are relying on this
Added TicketBasedScoring, InitialScore to TeamScoring, Conquest gamemode prefab
For now just equip the first weapon when leaving a seat
Don't play footsteps if the player is parented to something - maybe not the best behavior but it works for now
Move the player up 100 units, with note of implementing exit points later
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
Collision shapes with no tags don't automatically add solid tag, I don't think this is needed
Split out player vehicle stuff into its own file
Transition label icons
https://files.facepunch.com/ziks/2024-08-07/sbox-dev_TPwf3C9W4P.png
Control animation helper state when in a vehicle, cancel out any kind of additional translations
Nastily parent the player to seat / unparent them on leave
Eject players from seats if the vehicle is destroyed
Fix trace RunAll not doing a RunAll trace for hitboxes
Transition labels
https://files.facepunch.com/ziks/2024-08-07/sbox-dev_8nKZYMuzwe.png
Added seats, notion of entering/leaving a seat (doesn't do any parenting or anything yet)
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
Leaderboard backup, run #
13015
Cleaner, simpler interface
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