137,284 Commits over 4,474 Days - 1.28cph!
merge from uibindings_nre_fix
Fix attempt for the UI bindings NRE spam
jukebox
- added gibs
- updated material and prefab
Dismount the player from the pooltable if theres no ground beneath them
pool: add more profiling everywhere
Offline screen finished.
Removed some now dead UI code.
Bar Wallpapers - fixes and renames
assigned concrete physics mat to block
R/W satellite_crashed_col
merge from crafting_stall_fix
fixed clipping issues with barstool mounts
Fixed the 1s client stall when opening the crafting menu for the first time
We now warmup the steam item definitions when they load, so the first ItemDefinition.skins2 call hits cached properties instead of doing thousands of cold native Steamworks calls
(caused by the PlayerBlueprints.HasUnlocked recent optims)
Added heavy fuse spawn to crate_normal and crate_normal2
Removed spawns from LootSpawn.RadTown1 and LootSpawn.RadTown2.
updated the pipe_hole mesh to be shaped more like junkpiles mounds
back from trip, big merge from main
fixed gas station interior LOD1 borked material assignment underground
Livestok animals now flee if a loud noise like a gunshot is heard nearby
Another heavy fuse loot table pass
Fixed missing interact collider on lamb
Fixed following behaviour not working due to grazing taking priority
If an animal is hurt while being led they will forget about who they were following after they flee
Aging boilerplate
Expose a TimeToGrow field on livestock, when this time is reached they are replaced with a provided next stage prefab
If no next stage is provided then the animal is just killed (old age?)
Added livestockanimal.ageuplivestock that will age up the nearest animal with 20m
Lamb setup
Fixed prevent building volumes too large on all livestock
Created a tool to copy hitbox definitions from one skeleton to another with an optional scale multiplier (not needed in this case as the animator root is scaled, not bones)
Set up calf hitboxes
pool table sounds first pass
Merge from redirect_crafting_fix
dart board sounds first pass
Rock sculpture impact fx & related files.
Fixed item crafting not accepting redirect skins as ingredients
Fixes not being able to craft a stone spear with a NY wooden spear
Fixed those gas station fixtures.
Steeper satellite crash terrain overlay, for better hill support.
Merge from CompassShieldViewmodel
Jukebox particle fx now plays in time with music
Commit progress
New StagedRendererLOD component for staged destruction entities which supports renderer and material swaps between destruction stages and LOD levels
Custom inspectors for StagedRendererLOD and StagedDestructionEntityInfo
Seems to work, need to migrate data from existing prefabs to new serialized fields
add visible water to tank, material of water can be blended
Update: reimplement pool internals on top of LPRQ
Based on paper by Raed Romanov & Nikita Koval: https://dl.acm.org/doi/epdf/10.1145/3572848.3577485
Shows same or a bit better times than FuzzyPool, but periodically has a very spiky test (from 2ms to 40ms). Also needs further tweaking and documenting
Tests: ran unit & perf tests
Fix roadside procedural car wrecks and telephone poles occasionally spawning too close to rail tracks, blocking trains from passing
fix "" invokes
add convars for testing airfield terminals, forces charge to full
- airfieldairdropterminal.force_charge
- airfieldcallchinookterminal.force_charge
Setup row hover, invert colours.
Satellite list screen finished.