239,398 Commits over 3,837 Days - 2.60cph!
merge from FrontierHazmat/burst_cloth
Update: Review feedback
Avoid creating a struct when fetching state of ParticleSystem
Tests: none, trivial change
Only run logic in SceneNetworkSystem.OnBecameHost if scene is valid - we could just be in a lobby/party but not in-game
Show orgs on front page if logged in
Removed sprint dampening when moving diagonally
Combine turn and game manager
Add tile place and bag sounds
Fix committed tiles not syncing correctly, other players' active tiles showing up in validation
This is all pretty awkward and overkill in hindsight
Fix remote player rack consume/replace interactions
Current player can stomp another player's uncommitted tile and return it to their rack
Tidy tile dragging behaviour
Completely hide tiles that're being dragged
Remove unused inputs
Basic board scrolling
Basic procedural board gen, configurable sizes
Style centre square differently
Spawn Indicators no longer cast shadows
Connected Clients can now see the Minimap properly. Enemies and other players now show on the Minimap as well
Fixed Enemy Spawn Indicators destroying themselves instantly on Connected Clients
Minimap Fixes
Create Custom 2D Character Controller to use for Player Movement instead of a Rigidbody. Fixes all known movement issues with Connected Clients
Clean up 2D Character Controller
Derive graphview edges to store fsm transition information directly in them
Adjustments, disable Oman for now (just disabled mapdef)
Fix undo not working when renaming fsm nodes in the UI or changing state properties
Include riot guy in CT model pool
Made underwater checks more stringent on divesites
Add riot guy to main menu scene
Redoing some deployables I lost to a crash
Animate main menu camera with a shitty script, and some transitions
Riot Gear Player initial files
Added terrain wetness around rivers and lakes
renamed mushrooms.mat to mushrooms_red and added other colour variants. changed to metalness workflow and added slight transmission plus easily tintable in the detail map
Slight state context menu tweak
FSM UI now properly add new states at mouse location
burstcloth
- fixed siblings applying too much force as they were being iterated twice in different directions (this was increasingly unstable with higher numbers of substeps and constraint iterations)
Some more tweaking
Make state actions into separate GraphicsItems too
Fixed terrain wetness displaying in canyons
Fixed lakes not displaying on map
Made the way water is displayed on map slightly nicer by taking distance to shore into account, not just depth
Turn off ACES in Refinery for now
Vendor Mismatched Fields -> Main
Merge: from main
Tests: Build all modes
Fixed travelling vendor mismatched fields
Standalone: move IsWhitelistDisabled option into project config, so that it saves into the .sbproj like everything else
Merge from world_update_2
Fixed rivers having the lake instead of river water body type set
Fixed rivers ending too soon when getting close to the ocean (regression from all the recent changes)
Fixed river splat sometimes going crazy where rivers flow into the ocean
Fixed harbors overlapping rivers
viewmodel burstcloth angular limit tweaks
Updated all wallpaper mats to use MULX2 blend type on the detail layer (fixes missing normal and occlusion)
Support underwater effects in lakes
Add option to export code only FSMs to graphviz to help porting existing FSMs to the new UI
restored viewmodel wallpaper renderer
Set all wallpaper skins unlocked by default for now so its easier to test on staging
Human outfitter can accept a list of models to pick from, instead of just 1