135,804 Commits over 4,444 Days - 1.27cph!
Added fuel gauge to snowmobile
added fuel gauge LODS
Separated snowmobile track -> baked them down so the tracks can be animated properly via uv offset
Lods for the new track and appended to snowmobile
updated prefab
Updated ArcticBaseAI nested prefab with first pass of cover point data.
First pass of AI movement data
Run NPC walk animation ground traces in a queue to ensure they run together and don't trigger physics syncs
Add new ScrollRectDisable component that disables ScrollRects when the cursor isn't visible (they take up some time in LateUpdate, even if the UI is alpha'd out)
Added the component to any ScrollRects that are active during gameplay
Remove allocations when adding to and running object work queues
When a snowmobile moves from a snowmobile-allowed surface to a not-snowmobile-allowed surface, increase the drag slowly instead of instantly. Helps with situations like driving on rocky snow (where the player is often switching to rock and back).
Use Continuous Speculative instead of Continuous Dynamic (or Discrete) on Snowmobiles. Hoping the floaty nature of Continuous Speculative will actually work to their advantage in this case.
frame range update for snowmobile shooting anim
Fixed total required scrap displaying incorrectly when first opening the tech tree
Set up snowmobile passenger position and eye pos (for the other new pose)
Adjusted Tomaha passenger eye position to the new pose
Arctic base portacabin interior dressing
Darkened cabinet_glass material
Slightly lowered kitchen set metallic value in the material to make it look better inside interior
AI prefab wip movement points
Added a nested AI prefab to arctic base. Initial fixes and setup for monument navmesh. Initial AI placeholder data. S2P on arctic base. AI test scene for arctic base.
Run ESPPlayerInfo in a work queue
Tech tree panel layout tweak
Fixing west desert edge WIP
Fixed missing arrow icon on tool cupboard storage
Can right click construction items will to insert them into the tool cupboard
Hide repair indicator if the hammer is unequipped while the UI is open
Arctic base / improved building topology
Finished base splatting new desert sans that small west corner which is shit and needs a tweak
Arctic research base will now spawn in proc map
Added arctic base monument to world setup
Arctic base terrain texture maps / Prefab update
Arctic base scene cleanup
Prepared the scene to spawn in proc map
Shoreline foam placement.
Better list name when transferring player loot
Fixed vehicleDismountHoldTime rename from earlier
Fixed missing source item field on sam sites, fixes name appearing incorrectly when holding a wire tool
Rename global.dismountHoldTime to global.vehicleDismountHoldTime
Remove global.quickDismount convar, just set global.vehicleDismountHoldTime to 0 to achieve the same thing
Fixed research bench panel preventing researching an item once it's been researched
Better desert splat technique
updated ik targets on hands to reduce broken wrists
updated passenger shooting anim