115,261 Commits over 3,959 Days - 1.21cph!
Added target count to monument placement scripts to avoid placing as many as possible on larger maps (TODO: needs configuring based on average 4k map monument counts)
[D11] Fix for null connections in CullingVolume
Fixed TerrainPlacementMap starting out disabled
[D11][UI][#3362] Quick Chat will now translate on receiving client rather than sending client
[D11] [UI] Fixed server define issue in OptionsUI OnValidate.
Added placeholder Fertilizer item. Manifest.
[D11] Moved shader into correct folder
[D11] New layered materials for tugboat
[D11] [UI] Game now detects system language of user and attempts to default to system language if it is supported, or closest viable fallback if not. If no support or fallback languages could be found, will default to english. This should address the issue of boot-flow screens always appearing in english.
[D11] Changed BarrellWater Material so its not magenta + Launch site mesh gap fix
Deleted un needed scripts
removing un needed components
Cached some components that were getting called every update. Refactored/split out a bunch of GrowableEntity calculations so it's easier to take a bunch of new factors into account, going forwards.
[D11] Fix for Harbor Barge Incorrect LODs
merge from skeleton_optimisations
+ changes to the wood flecks material
[D11] Fix for Incorrect Vertex Colours on Bus Stop
Adjust WheelRay mask to better match what the vehicle movement layer actually hits.
[D11] Fixing some issues I found with a truck missing smoothing groups in a LOD model and a cone with incorrect LOD distances assigned
Remove the collisionLayerMask. Vehicle collisions will already only detect hits on the Vehicle Movement layer anyway, and it should be fine to consider all of those as collision hits.
Expose more resource collection
Expose more animal kills
Fix UI being left open
Code review: Moved WheelRayMask into Defines.cs as WheelRay
Code review: Remove unused method.
▅▊▄'▄ ▍▊▄▉▄▌ ▌▊▉▅▌▆ ▌▊▆▄ ▅▅▉▇ █▉ ▉▄▆▍
Remove left-over uses of numSubComponents
Code review: Use PreProcess for module validation instead of OnValidate
Code review: Don't bother with caching numSubComponents
Code review: Another SetParent to go before Spawn, + remove unnecessary value assignments
Merge from friend_grouping
Switch velocity to using GetWorldVelocity again.
Change some strings to const fields
Code review: Use PreProcess instead of OnValidate/DoPrepare, use [HideInInspector] instead of [ReadOnly], serialize vals as zero in the prefabs.
Code review: Convert VehicleSnapZone to use TriggerBase. Renamed to TriggerMagnetSnapZone.
Fix TriggerBase entity list bug. Entities with multiple colliders could get into the following situation:
- Collider A enters the trigger. The base entity is added to the entityContents HashSet.
- Collider B enters the trigger (same entity).
- Collider A leaves the trigger. The base entity is removed from the entityContents HashSet.
But the entity's Collider B is still in the trigger.
This fix keeps the entity around until all colliders on it have left the trigger.
WIP server message of the day
Fixed Musical Maestro achievement counting static instruments at compound as unique instruments (will take effect after a wipe)
Added a fallback in case these extra instruments had already been tracked
▋▇█▆▌▌ ▄▉▌▆▊ ▉▆▋▆▄ (▆█▌▅▋▋█ ▄▋ ▍, ▄▌▆█▌▊▅▉ ▉▇▌▄▊▅ ▄▉▍ ▋▉▅▉▇▍█▆▌)
▆▄▋▄▇▄ ▉▄▋▌ ▌▋▉▆▉ ▇▌▌▋ ▋▊ ▉▇▊▊▆▅▆
▊▋▄▋▍▅ ▅▉▉▉▅ (▄▌▋▌▋ █▆ ▋ ▇▉▆▅▇▉▊▇▊ ▋▌▅▅▇▉)