250,534 Commits over 3,959 Days - 2.64cph!
Checkpoints now show flag if hit the checkpoint
Generate physics mesh at half the resolution
Temp Flag model with skins
Checkpoints now display coloured flag based on start and finish
Collision, support for generating meshes at different LoDs
Entity.LagCompensation static IDisposable. Rename LagCompensation (bool) to EnableLagCompensation and update BaseWeapon + base Player
updated snowmobile model and textures
rear suspension and track fix, ski shoulder 'boot' fix
separated front and rear lights
updated materials and prefab
Multipass support for render targets and multipass dof
Hexagonal blur with controllable bokeh sides
Give DOF more Bokeh
Use fullres dof buffer
Fix edge aliasing
Full res CoC LUT
Switch to HDR target
Fix drawing with console open
Further improve CoC edge
Use an elipson for CoC edge, make CoC blur togglable
Remove debug printing
Make texture more explicit
Mange all render targets on C# side, use full HDR now
fucking fixed viewport offsets
Use true luminance for disc fill
Introduce screen resolution changed event
Introduce screen resolution changed event
Basic networking for voxel data
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merge from /xmas_update_2021
double door garland typo fix
Fixed generated C# for workshop plugins not compiling
Fixed baked workshop scripts not being used
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Reduce wheel collider damper and increase rigidbody inertiaTensor. Resolves the jitter at 16Hz
Smooth pedal rotation a bit
WIP UI for muting/unmuting players
Format leaderboard sign and completion message times to m:ss.ff
Updated MonumentIsland procgen world setup assets
Respawn at center of the checkpoint
Spawn checkpoint flag at forward left corner of checkpoint bounds
Rotate checkpoint flag model to look forward
Merge from xmas_update_2021
Merge from xmas_update_2021
Fixed duplicate takingScreenshot fields
Don't run regular dof update when taking screenshot (regardless of DofExposer state)
Exposed toggle duck and auto walk in the options (defaults to off and unset by default respectively)
Move toggle duck to input class, now input.toggleduck
Temp visuals for rear tread suspension on the Tomaha as well (the other snowmobile has no rear suspension)
Hook up the temp ski suspension visuals
Setting up temporary suspension visuals
Swapped bevel key binds around.
Alt + F now is for the new Bevel tool.
It was indeed a bug with FormerlySerializedAs and child prefabs. Hacked in a better fix. Here's the exact bug:
- Base prefab has the new name (isMobile).
- Child prefab has the older name (needsVehicleTick).
- Base prefab sets isMobile to true.
- Child prefab has needsVehicleTick on false.
What should happen: Unity erases the needsVehicleTick entry and replaces it with an isMobile one.
What actually happens: Unity won't let you change isMobile in the inspector on the child at all, and it carries whatever value needsVehicleTick was last set to.
My fix here: Erase the needsVehicleTick entries manually from the child seat .prefab file data. Looks good; they now inherit correctly from the parent's isMobile setting.
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Unity seat child prefabs were very confused about how to handle the new isMobile setting - I'm guessing due to its use of FormerlySerializedAs? Hacked the .prefab files directly to fix it
Set isMobile back to true on vehicle seats. This is actually needed to update the position of the LocalServerPlayer. This fixes snowmobiles not always allowing dismount.