126,704 Commits over 4,109 Days - 1.28cph!
Fix NREs on disconnect due to the main scene (camera) unloading before entities using the camera to update
Split world spawn prefabs (monuments etc) into smaller asset scenes
Lazy load world spawn asset scenes based on what's required on the map
Unload world spawn prefabs to save memory when unloading bundles
Get rid of async asset loading from FileSystem (unused now)
Mark divesite shipping container collision mesh as readable
Fix LastLODCollider label not working with skinned meshes
Don't mark overly detailed last LODs as readable
Revert ILPostProcessorHook to the main version
Revert ILPostProcessorHook, pushed by accident
Resetting your gesture wheel to default will only bind the gestures you own
Fixed being able to bind gestures you dont own when clicking
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merge from autoturret_optim
Fix the player becoming stuck in a specific place when reskinning the legacy wall to specfic variant.
Fixed settings page padding
wee styling change on gesture widgets
Remove one active sibling off all top level pages
Fix crappy blur effect on rust plus modal
Rewire up session modal after design changes
Fix broken loading screen header after design changes
Fixed gesture wheel order
Dont bother trying to update category buttons - have to redo it anyway
Fix play menu constantly turning itself off
Better spring motion
Layout fixes
Removed TrueShadow auto defines
Gesture menu juice, spring motion on the dragged gesture
Fixes
Bugfix: NPCAutoTurret now shoots when it's facing the target
Caused by not implementing the same optimization as AutoTurret (while NPCAutoTurret depends on it).
Tests: spawned `sentry.scientist.static` on craggy and became hostile to it - was shot within the whole 360 arc
Exposed TMP m_TextComponent in TMP_SubMeshUI for TrueShadow
Hack: BaseRaidBench - avoid flooding audio manager
During benchmark, we create too many audio sources and don't clean them up with default budgets - so we up them abit.
Tests: ran the benchmark - no longer grinds at 3fps
add brightness/contrast controls for night sky
Gesture menu fixes and polish
Changed UIInvisOverlay to inherit from SingletonComponent
- Performed in-editor functionality testing
- Performed compile error checking
Set home page as on by default
Fixed squished store and inventory views
floating city barge lods, collision
Added LODs for all floating walkway kit (LOD3 material WIP). Started chunking up sections for floating animation.
Attack helicopter turret using the minigun now requires the minigun to be spun up with the primary shoot button before it shoots bullets. After 10 seconds of no shooting input, the minigun in the turret stops spinning. After 10 seconds of the passenger leaving the gunner UI, the minigun stops spinning. If the passenger dismounts whilst the minigun is still spinning it will stop spinning immediately. If the engine of the Attack helicopter is turned off whilst the minigun is spinning it will stop spinning immediately.
- Performed in-editor functionality testing
- Performed compile error checking
Rewire shockbyte
Fix session page not working after design changes
Fix shockbyte buy button after design changes
Merge from trimmed_asset_warmup/scene_warmup
Remove IServerComponent from ServerProjectile because the client uses its properties in a few places to predict trajectory etc
NRE fixes when camera or sky are destroyed on scene unload
Added editor convars to lock/unlock gestures
Added IAnchorable, implemented for PlayerBoat.
Toggle buoyancy flow force on/off with anhor raise/lower. Checks all anchors incase there's multiple.
Resize information grid on max items in column
ModelPostProcessor will now make the last LOD level readable if the model has the LastLODCollider label applied to it
Apply LastLODCollider to a few models