121,331 Commits over 4,018 Days - 1.26cph!
Fixed shore distance scaling causing physics queries to be inaccurate.
Finished first pass of AI setup.
Prefabs, scenes, s2p.
More ai data.
Movepoint + coverpoint editor convenience tools.
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merge from hapis_conversion
Possible fix for missing text on pickup notices
Adjusted flatbed parenting triggers
Lowered modular car flatbed world colliders
Enabled vehicle parenting on other vehicles as well: Modular car flatbeds, and the scrap transport heli. If you can get a vehicle in there, might as well let you carry it.
Saved camera states now store the parent entity and bone name, will attempt to restore the parent and local space position/rotation if the entity can be found
Fixes "Return to start position" option when recording a shot while parented not working
- Added support for vehicles to enter the parent triggers of other vehicles (somehow we've never needed this before!).
- Now that we support it, added parenting to trains so that e.g minicopters can land on trains without sliding off.
- Cleaned up BaseMountable a little, removed some very old commented-out code.
Hide the logs tab if the player doesn't have access to it
Show last seen down to the minute since we have online statuses now
Refresh clan info periodically while the UI is open so the online/last seen text updates
Wait one frame in TriggerParent when killing the player. Fixes the player not being able to respawn properly after falling asleep and dying in the same frame
Maintain a list of user IDs that are connected across the nexus
Correctly set the online flag for clan members when they are online in a different zone (when running as a nexus)
Added blockRectTransformChange bool to TMPro labels, when true the label will no longer react to RectTransform changes (itself or parent)
Enable this on item pickup notices while processing the layout on the vitals UI, as adjusting the position of the parent UI root was triggering a full layout rebuild of all text inside the pickup notices
Merge from spraycan_merge2
Fixed train-to-rigidbody collision sometimes bringing the train to a stop
Another boatload of fixes.
Lods for the exterior and interior of the cabin (excluding controls)
combined a lot of the meshes
baked LOD to reduce materials down to 1 material for the exterior of the train
added textures for bakedLOD
reconstructed the prefab
Extend the fake steam ID function to allow disabling randomization (it'll be consistent depending on what unity project path is open)
updated directional damage indicator
toned down incoming damage notification
updated SAR recoil
updated crosshair
updated hit markers
added weapontest gm
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Rivers & lakes fishable.
More ore count improvements.
Tons of other random fixes.
Fixed caustics applied to objects above water level
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Cache mesh in RenderListEntry
Added +/- 180 degree buttons to coverpoint inspector
merge from /pickup_fps_fix2
Individual, per-floor virtual AIZ setup.
Cliffside mask tweaks to pad up ore counts
Fixed the TriggerTrainCollisions invalid object rejection, re-enabled it
Marge Main -> Rail Network 3
Better attempt at fixing the layout fps drop when items are picked up/dropped:
-Remove layout component, manually layout the components in Update
-Remove RectMask2D on pickup widgets so they can all be batched
-Remove tween usage, animate widgets via a central update in NoticeArea driven by curves (result looks slightly different)
-Fixed pickup widgets not pooling
Removes all GC and reduces frame time from 8-9ms to 0.7-0.5ms in worse case scenario
Get clan chat working between servers on the nexus
TrainTrackSpline uses the new hierarchy system
Disabled my train collision rejection code until I solve its issues