138,721 Commits over 4,324 Days - 1.34cph!
delay_browser_changes -> main
Move the attack heli altitude guage calculation to a static so that I can use it for HAB consistency.
NRE fix and move GetPriv to OnDeployed from ServerInit
Fix FSMTransitionBase.get_Senses NRE
Revert region changes until next month - bring back ping for now
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Fix "SwitchParent Missed scientist2.corpse" log when naval scientist dies
Fix error for boat floor frame.
Add a null check to GetBlockedByErrorFromCollider.
Can now override store page elements as well
Cannon animation updates to include fuse movement in the reloaded clip
exported updated motorboat sit anims
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Add option to debug traces to ai debug prefab, to test bushes / smoke in editor
Added some test hair cards/materials for debugging
stone box - matrix lod tweak, prefab updated
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exported updated 3p ejector seat idle anim
Merge from shipping container optimizations
Committed missing collider mesh for deep sea signal computer
Fix some worldmodel prefabs that got saved as disabled, was causing ballista projectiles to be invisible
TriggerBase now auto cleanup null objects instead of logging "Trigger x contains null object" forever
meds box - meshLod instead of renderLod, updated prefab, created guide prefab
rentable shop neon signs blockout + atlas planning (temp materials)
beach chair 3p idle anim exported
Added a way to determine if a LOD state within an InstancedLodComponent has a renderer that uses DeferredMeshDecals. If so, this state gets ignored by the indirect instancing system, as DeferredMeshDecals handle their own culling and instancing
Terrain cell mesh colliders with separate cellsize from rendering
edited minicopter 3p anims
merge from wire_shader_pixel_scaling
prefab updates:
- disable r/w on ore gibs
- guide mesh corrected on metal box
corpse prefabs updated:
- removed gib from comps corpse
- comps corpse box bounds
- metal corpse box bounds
- removed deploy volume from stone corpse
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Fix PartialMobileStaticGrid NRE on startup
Fixed store skin tile header text wrapping issue
Fixed browser not selecting a tab by default (regression from 144689)
merge from store_dashboard/menu_loading_changes
The main menu pages are now kept open during bootstrap and stacked one after the other. Right before the loading is released, we force rebuild their layout using a FlexScopedUpdate
This fixes a bunch of layout issues for pages opened the first time: single line steam inventory, squashed settings entries until we start scrolling...
Various cleanup, can now get rid of a bunch of hacks
Disable volumetric light manipulation on SearchLight to try and diagnose missing volumetrics in build