140,855 Commits over 4,383 Days - 1.34cph!
Subtracting meta files since there are 5000 merge conflicts with main from the new texture naming conventions
tweaked bed lod values, set texture flags, col tweaks
quick level save before playground area start
placed the new bed prefabs into apartments, removed temp ones
Facepunch.Input adapted to the new input system
Getting rid of KeyCode and replacing everything with Key/ButtonControl
tweaking the radtown gate prefab and materials to solve pink shenanigans
radtown s2p
merge from deepsea_loot_balance
Missed some spawn groups
Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
Fixed tropical islands spawngroups respawning loot on top of each other
Colour code handles based on their sub system ownership
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
Add support for showing sub systems
Merge from player_model_anim_inspector
Merge from main
Lots of code conflicts, all resolved except for one in PlayerModel.cs, looked fine
Conflicts on binocular.entity, used changes from source (presumably related to refresh?)
OneShotAnimationSubSystem can now pick from a selection of random animations
Hooked up SaleSuccess, EndConvoBoughtNothing, Talk and EndConvoBoughtSomething events
Plays from a selection of animations for each state
Added a priority system, allows us to specify a sub system to use Low, Medium or High priority to take ownership of the player model
Hooked up an additional OneShot system to the test chair, so we're running the random idle as a base and then a one shot to react to events
Add player model animation inspector as an alternative to the playable graph monitor - but more focused on quickly debugging player model animations.
Fix animation assignments being backwards, disable pitch curve for now.
Show server country codes. This time taken via geolocation
Setup new binocular shader: lens distortion, fresnel and glare
Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play
Don't run upkeep for non-rented apartments
Initial random eye colour tests, samples a gradient from the dye set so colours natural-ish
Fixed some pooling issues when going in and out of range of animators running sub systems
Added a new ClientOnPlayerMountedWithPlayerModel callback for mountables, is called the first frame the player has a valid player model
Using this bypasses the recurring issue that ClientOnPlayerMounted is called before a player model exists when coming into network range of a player
Didn't make a matching dismount version as we don't have the same problem when leaving network range
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merge from fix_c4_deployable_damage -> main
Fix C4 & satchels doing 2x damage to the deployable it's attached to
- was doing splash damage + direct damage to the entity it's parented to if it was a deployable (stuff like workbenches, not building blocks, doors or anything you would be raiding)
- fixed by skipping splash damage on the entity it's attached to so it only does direct damage
merge from dump_prefabpreprocess -> main
Add `dumppreprocess` to specifically dump the list of prefabs inside prefabpreprocess & their component counts
- will also be included when running full `dump` command
merge from fix_dump_dontdestroyonload -> main
Add automatic shader remapping to Indirect Instancing
This also properly initialises BatchRendererGroup, but getting the .bufferHandle requires a Unity mod for the time being.
(need to migrate ComputeBuffer → GraphicsBuffer first)
Refactor dumping objects per scene into separate folders because it was copy pasted between `dump` and `dumprootobjects`
RRP: Add some DOTS support to Lit vertex shader
Fix DontDestroyOnLoad scene including all the objects in other scenes instead of all the objects not in other scenes
Send daily rent to client in apartment room entity
Link apartment upkeep terminal -> apartment room on client
Switch loot panel for apartment upkeep terminal to new one
Add support for the TC loot panel to show the upkeep for the apartment rooms
- use the apartment room to get the daily scrap rent
set electric furnace emissive HDR intensity to 1, and adjusted emissive texture to compensate
progress on darts game controller, initial structure and setup for starting/ending game and players joining/leaving
adjusted bed blankets and tweaked texture
prototype upgrade texture update
Clean up InstanceCreationInfo.material