129,511 Commits over 4,140 Days - 1.30cph!
Merge from ai_scientist_iteration
Pilot Ejector Seat - Updated WIP model and textures
Fix target position guess not working properly
TrueShadowManager NRE fix + another attempt at fixing shadows not spawning
merge from max_health_debug
Updated Pilot Hazmat AO texture
- added ejectseat sit mountpose enum (attempt number 2)
- added placeholder player sitting pose
- updated player animator
- set deployable to use pose
Remove shadow from interaction modal in bootstrap
Make visual logger save faster, making it more usable on large numbers of NPCs
Merge from ai_scientist_iteration
Set up semi auto pistol entity and override controller
merge from pilot_hazmat_dlc
Interaction toast now uses the correct icons no matter where it lives
Interaction toast supports passed in icons
Interaction toast animations and polish
Set up a selection of rifle and shotgun anims, entity and override controllers
updated playerModel.cs with new sitting enum
- Replaced the Grab Pass in the UnderWater shader with a texture copy during the Before Forward Alpha stage.
- Updated the Water and WaterStandardCore shader files to support adding their own under water fog to account for the Grab Pass changes.
- Fixed a OnRenderImage warning that wouldn't go away.
PurchasedItem overlay design
revert ak prefab changes from old commit
- added ejectseat sit mountpose enum
- added placeholder player sitting pose
- updated player animator
- set deployable to use pose
Remove CombineTrivialDistancesJob
Set up waterpistol anims, entity and override controller
Also add bought items to the inventory, just to make sure players can see their recent purchase
Checked out items are considered owned locally regardless of what steam returns
Added editor debug command to fake checkouts
Fix conbutton states not getting reset.
Tidied up the interaction toast - still needs the icons sorted
Add graphic raycaster to the bootstrap scene to fix the button not working
Ensure joining with the console fills out the same join details as seen when joining via the button
Split of connection logic into a static class that will keep all the UI updated as normal
When scientists are very far, their calculations to decide which angle to hold are simplified, leaving more resources to closer scientists
Set up m92 and p17 anims, entity and override controller
Server now uploads an image of the current map to our backend during startup
Sets steam tag `map_image_url` with the URL of the uploaded image
Added `server.autoUploadMapImages <true/false>` to enable/disable
ghost ship LODs, Colliders, Prefabs
Unsubtract max health changes, fix loading saves that were created before max health persisted. Also fix loading old buried item saves.
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When peeking, scientists that didn't see the target for a while will get less budget unless they are in the same zone, this avoids scientists on the oilrig top floors wasting the global scientist budget when peeking is obviously impossible