121,458 Commits over 4,048 Days - 1.25cph!
Show clan member online status on UI
Improve consistency of the clan UI styling
Rail branching start and end points are exactly on a spline node (for billb)
Improved all types of intersections (more work to do)
Resolved some issues with the base spline for billb
Include online status in protos for clan members
South coast elevation finalization WIP
Desert-specific rock quarry material tweak
Copy the rail path tangents array as well
Merge from april_22_optimisations
Change "allowUpdate" to just "update"
Add some more examples to the test rpc's
Bear, Stag and Boar avatar images
Another attempt at a method for updating UI with destroying/recreating UI
Adding "allowUpdate":true to a component will do a gameobject lookup by name and update just the included variables
Better than the last approach as it's not relying on reflection and keeps the logic contained to CreateComponents
Seated talking anim (talk_02_sitting) - best used with cinematic avatar
Improvements to train collision handling
Move NPCWalkAnimation to the persistent work queue
Non-coupling train collisions mostly working again, after refactoring it into the new coupled train system
Moved laser beams to the new persistent work queue
Removed a redundant bit of extra work for non weapon mounted laser beams
Fixed voice props laser lights not loading their speed setting properly if they were on while the server was loaded
Fixed first person spectating not properly displaying grenade launcher reloads
Better code for train cars that don't lock together + other train work
Merge from foliage_grid_opt
Merge from grid_switch_opt
Grid no longer update unless we move more than 10% of the cell distance away from the current cell. This is now checked before each cell checks NeedsRefresh()
Fixed initial entity snapshot not getting sent at timestamp 0 when starting a new demo record, meaning entities won't exist until after the first frame (server side fix)
More desert boundary stuff
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Global tree billboards work in demos (maybe, needs testing)
Moved roadside / railside foliage to decor system (this can be cherry picked to main with a network++)
Drop roll and hard fall player animations.
Updated cinematic anim controller.
Updated Wolf avatar image
Added a prefab version of analytics trigger (Assets/Prefabs/Misc/Analytics)
Added trigger to entrance_monuments_a and entrance_monuments_b
Adjusted name of each event in monument scenes
S2P trainyard, powerplant, military tunnel, launch site, both harbors, excavator, compound and airfield
Added a TriggerAnalytic component that can send an event every time a player enters it
Includes a per-player timer so a player can't trigger it more than once every two minutes
Fixed train tunnel deaths only counting if they are in or near the entrance stairwell (should now be counted anywhere in the tunnels)
Made it easier to shunt around long trains. Calculate the total mass in a less realistic but more fun way.
Playblast timeline changes. Added directory to ignore config
Made train wagons indestructable for this release (until we get gibs)
Fixed wagons not syncing position to the client. D'oh