147,794 Commits over 4,444 Days - 1.39cph!
Resolve upkeep terminal in PostServerLoad() instead of inside Load() where the room can load before the upkeep terminal
Restore changes from merge
maintaining gas station spawns better car parts (w mockup prefab)
Update(tests): add TerrainHeightMap unit tests that cover GetHeight + GetNormal and their variants
Tests: ran unit tests, some failures are unexpected
Make ElevatorStatic partial
Remove guest functionality of apartments: only have owners and only the owners can open and close the doors
- if you want to share apartments with your friends, either be in the room or make a proper base
Fixes for burst firing in turrets, seems to work okay now
Add a warning log if the next scheduled firing time in a turret is < the attack cooldown on the attached weapon as this fucked me. Should catch if it still occurs
Add a computer storage entity, spawn it as child.
Interface with storage entity for powering up.
Added new storage prefab.
Codegen
Pool mini game 3p anim update and vm anim set block out
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Add EntityRef SyncVar support
Switch from hardcoded tech trash define to ItemAmount
got ui2 sculpture admin panel working
Manually lowered bear trap bounds and removed the mesh filter from the server trigger. Test passes
MonumentInfo auto fill tweaks
Created all monument info scriptables
Added execute method entrypoints for switching define symbols in order to make sure we can have both SERVER and CLIENT defines before running editor tests. Added modifications to jenkinsfile to use new FPBuild steps and updated fpb-config.json default parameters.
disable hit-guide shadow casting
sail.deployed:
- Set prefab position at origin
- increased upper deploy volume X by 0.22 to be under the 0.5m overhang
Test passes
fixed rock sculpture turning into ice on pickup
Trigger server notification on impact not stage 2 start
SatelliteData translation phrases
Added shelf
14935
- Reduce maxOverhangMetres to 0.5f
- Exclude hidden item definitions
- Only include deploy volumes that affect constructions
- Include DeployVolumeEntityBounds
- Do not include DeployVolumeEntityBoundsReverse
- Account for sockets
Add support for EntityRefs to be sent via RPC.
ID is extracted and sent on sending side
ID is received and put into a new entity ref on the other side
Add storage adaptor sorting to vending machines, fridges, wall cabinet
They previously didn't support it since they aren't regular storage containers
client-only guard AtmosphereVolumeDrawPass
on-deploy default data fix
gas station maintainable car lift mockup
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minimal rock sculpture prefab setup
Cleaner, better way to support remote listeners (cctv, drone) hearing VOIP of others.
Previous system used a messy secondary network group solution which was prone to bugs and connections being added twice to seperate lists
New system specifically looks for cimputer mounted players - giving a much more reliable solution
wip glowing graffiti concrete tile setup. updated skins list, localization
Basement corridor LODs and prefabs
merge from drone_keyboardlayout_fix
merge from workshop_inputs_fix
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Adding a couple more graffiti decals
merge from quarry_speed_fix
Set belt scroll speed multiplier to 0.63 so the speed of the belt visually matches the speed of the other rotating parts
Fix broken materials on the mining quarry top engine with LOD1
Neon splats carpet textures, material, skin asset, icon. Updated skins list, localization
Fixed workshop file dialog still using the old input system
Fixed shadow caching server compile errors