139,319 Commits over 4,474 Days - 1.30cph!
merge from HAB_armour_health_fix
Fixed placement of wooden barricade and barbed wooden barricade.
Raised notInSphere checks that were preventing placement. Tightened bounds setup so the tests still pass. Tested placement on terrain and construction in editor
Made corridor stop transition pieces wider to account for train stations of different widths
merge from fix_cliff_gaps
Applied a similar fix as
158818 to cliff_tall_slope_r_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
Tightened anchor setup on cliff_hills_large_c
updated dartboard texture so that no. 16 is more clearly visible
fixed rotation of the pooltable balls so numbers are facing up by default
Possible fix for sfx error when entering network range of dome
update to pooltable and textures. flattened cloth so its not visually confusing. rebaked pooltable and updated textures
Merge from satellite_crash
Remove the fuel text placeholder
Fixed HAB with armour not calculating correct max health on the server after server restart due to spawn ordering - now explicitly rebuilding max health from children on PostServerLoad()
Update dart offset in viewmodel and event on throw animation
Double the speed of navmesh generation, fix some loading saves not working, fix some navmesh tiles missing, add logs to troubleshoot OOM issue
Add build artefacts for all platforms
Remove debug.break left by accident
Remove the rotation on descent
jukebox
- glowy lighting turns off and on when power is supplied
- tweaked material emit values
- prefab updated
jukebox
- added a warm glowy lighting effect
- updated model with second uvchannel
- updated textures
- updated materials
Update: try using CoreCLR's ConcurrentQueueSegment as a Pool implementation
Leaks a bit in busy MT perf tests, but breaks down at 32 threads (can leak up to 50% of the buffer). Not good enough on it's own
Tests: ran perf and unit tests
Added tap sounds and reassigned pipe creak sounds
Fix tile seams not being perfectly aligned because of quantization
Switch satellite_remains to use its dedicated collision mesh instead of the model one.
Satellite.entity realmedremove tweak
Sertup realmedremove on satellite_remains.
Moved FX to client only.
Delete 3 unused models/prefabs
Tweak FX positions, think they were slightly out (unless intentional?)
Move them to satellite hierachy for rotation
Removed green light from powerline electric box
Adjusted timings of jacobs ladder effect, should be visible much less frequently
Reduced cull distance for jacobs ladder effect to 30m
Fixed child buttons of a non-interactable CanvasGroup gameobject not properly updating the button colors upon initially getting created
Zoom out and frame the point between target and control computer when opening the targeting map UI
Merge from PlayerMaintainedMonuments
Dont stop a pool game if someone moves too far away. Just base it on the last time a shot was taken
Ensure cue ball starts on the line is should
Add a dedidated SatelliteCrashLoot config.
Referenced it on satellite crates.
Still a copy of the Heliloot for now, but ready to be balanced separately now.