125,935 Commits over 4,171 Days - 1.26cph!
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Plays the correct third person deploy sound
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merge from naval_update/deep_sea
Added IClientComponent to CullWhenInside so they never spawn on the server
Set floating cities as non global broadcast for now so entering the deep sea doesn't take 2 working days
We'll have an HLOD anyway
floating city 2 layout update, connected most barges and piers together
Update: FileSystemBackend.Load<T> - option to skip caching of loaded asset
Using this to try to avoid caching of store assets
Tests: opened and closed Abyss page a couple times with DB backend
Harmonised plywood across scene, added another plywood variant
merge naval_update to cannon_code
fix Adobe Building Skin token
Fix mouse aiming with the cannon
Give new state in player anim controller an empty clip with a better name, makes it easier to override per override controller
decal_birdcraplarge added
Reduce placement height of hull pieces so you can exit the water onto them.
Clean: reorganize UI_Store.CloseStoreOverlayPage
- added a todo to revisit
Tests: none, trivial change
Can now start and end boat building mode directly from a boat steering wheel if you are within a boat building station.
Bunch of refactoring for it to work.,
Bugfix: Ensure active UI_StoreItemOverlayPage gets properly cleaned up
Tests: tried a bunch of main menu interactions
Better navigation through smaller pathways (obstacles on left and right) but clear ahead
Only handle the reverse case if the front is blocked (not the sides)
merge from skinglowtester_fix
Make sure running "Generate Schema" without the glow scan doesn't wipe old glow data
Restored glow tags on last weeks skins
Update: UI_Store - load overlay page dynamically from path
Doesn't do unloading yet (gets cached in the asset backend). Also there's a bug with CloseStoreOverlayPage not being called in all cases.
Tests: In Editor, loaded Abyss overlay page in store
Update: UI_StoreTakeover - store paths instead of guids
- ran Update Paths
Our filesystem backends only work with paths, so GUIDs were useless.
Tests: none, trivial change
Merge from vram_monitoring
security tower lods and collision.
skeletonjail collision.
fender lods converted to meshlod.
Prevent mip map discarding being enabled for texture streaming, as textures that should be in use are being discarded when they shouldn't be
fixed launchsite crate wheelie on pipe
LS s2p
made chainsaw vm idle anim longer
Updated Radtown loot spawns, T0 had more and sometimes better loot spawning when generating in t0, T0 nerfed - T3 buffed
s2p
Update: UI_StoreTakeover - store GUIDs to referenced prefabs
- Ran Update GUIDs on MenuUI2_Store
same goal as before, try to dynamically load/unload store pages.
Tests: In editor, opened Abyss store page
Chainsaw chain now moves in third person