142,225 Commits over 4,383 Days - 1.35cph!
industrial electric furnace
- texture updates
- material updates
Merge: from fix_boat_no_sail
- Bugfix for boats and vehicles getting stuck in open areas, effects not playing, building appearing slow
Tests: unit and perf tests, built and sailed a boat on craggy
Bugfix: fix player boats getting stuck while sailing (and other weird bugs)
- Network subscription now creates discovered cells
Was caused by overly aggressive network group lazy creation. If they are created within player subscription range, player doesn't get subscribed to them automatically, which caused all kinds of issues. This'll hurt perf over time, but no worse than current perf on Release - I'll optimize this later
Tests: unit tests, perf tests and built a boat and sailed across craggy
merge achievement fixes to main
- Now populating new customer vending machine design
- Minor adjustments to padding/setup
Update artifacts for mac, linux and windows with native fix for tiles failing to be added to navmesh when having too many triangles
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Updated gesture polish pass
Swap custom vending machine to the alternate design. Everyone will revolt if we need to scroll to see all vending orders in a shop
Fixed casting shadow issue
Initial customer vending panel wireframe
Prototype terrain holes using stencils for better resolution
Create terrain only depth prepass (also stops unity overwriting stencil state) after HoleShape pass where stencil mask is written
Change terrain shader depth test to Equal (failing where prepass stencil test fails)
Change hole renderer to use cubes or triangle prism configs
Add HoleShape assets for minimal cube and triangle prism vertex positions and triangles
Dynamically duplicate HoleShape meshes (with vertexID based instancing) to meet min vertex count for efficient instancing
Improve HoleShape inspector with adjustable sliders
More Large Apartment Kitchen Cabinet and Cupboard Paint Mask Tweaks
added missing deploy anim events to the tools anim clips
wip industrial crafter support for upgrades
Updated defensive workbench description (Now clearer it doesnt work on everything)
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Fix third person player sounds not working correctly in spectator mode
Fix previous commit breaking the cycling order of the camera viewmodes
Merge from workbench_upgrades
Fixed main menu social button considered visible all the time, causing friends menu to rebuild every 15s
Fixed persona change triggering full friends list rebuild
fixes stutters mid game for players with large friend lists
Set item ownership for bonus items
removed 4 frames off the 3p SAP reload anim clip to match viewmodel reload timing
Prisoner hood ragdoll fix
exported edited pick axe 3p anims
Dart animation exports on new rig
Got the new UI set up for the LOD Baker tool to support multiple source meshes
merge from /mfm (merge from main)
Codegen, proto gen
Manifest
Merge from main
Keep source on generated stuff
Keep main version of ParticleTestMap
Merge automatically: Sceneloader.Monuments.cs, engine.json, InvisibleVendingMachine.cs
Bump ApartmentRoom proto to 227 to avoid id collision with Workbench
Merge from workbench_upgrades
Efficiency workbench upgrade now creates bonus item with the same skin as the source item.
compile fix - missing debug ifdef around test fixture
rebalance PlayerBoat drag-by-angle, more pronounced differences with shape (more impactful on larger boats)
merge from automated_testing_ocean
Adding in talk animations for general and host gestures
Large Apartment Kitchen Cabinet and Cupboard Paint Mask Tweaks
main -> vendingmachine_ui_refresh
Merge: from stableobjectcache_taa_nulls
- Update: Replaced StableObjectCache with StableObjectArray, updated TriggerParent, Projectiel batching and server player processing to use it
- Bugfix: fix for "Adding null to TransformAccessArray" warning
Tests: unit tests, 2p session on Craggy with jumping on boat, shooting, conencting-disconnecting
undo subtract on the correct branch
subtract, these changes were supposed to go on a sub branch :facepalm:
Implement blending between 3 load anims based on angle, remove pitch/IK blend curves until its stable, abstract creating/releasing reload handles
Update(tests): add validation of StableIndexLookup to StressTest
Tests: ran unit tests