195,945 Commits over 4,110 Days - 1.99cph!
Split into multiple windows so the inspector and preview window can be resized instead of being a fixed size
- allow skins to be selected with a dedicated "Preview" button until I find a hook for the ObjectFields being clicked
F1 console no longer saves the `quit` command after it's entered. Prevents you loading the game up again and accidentally quitting because it was your last-used command - I did this twice now whilst playing and trying to access combatlog!
Store featured items loaded from the manifest
Fixed changing video settings always forcing map reload
Improve performance of ToGMODPlayer clientside
Matches serverside implementation now
Optimize player.Get* functions a bit
Optimize ents.Get* and ents.Find* functions
Remove -preload as well
Use safer Entity push function for recent changes to player/ents libs
Better naming and parameters in npc shooting component
Merge from trimmed_asset_warmup
Pull hardcoded asset references from scripts too
Simplify scientist shooting logic
Enable maintainMaxCondition on a bunch of deployables.
(They could previously lose max condition when repaired in the repair bench, this has no effect on deployables since they are always full health when placed)
Adjusted the single shelf pick up volume so it can be picked up when deployed above TC's, WB's etc...
Super simple notifications window blockout
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Fixed buttons not removing their pressed state correctly on pointer up (following the OnPointerClick changes)
Fixed the issue with sky turning black too early at train tunnel entrances
il_postprocessor_build_fix -> main
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Clean: remove deleted TerrainBenchmark from the build settings
Tests: none, trivial change
Bugfix: FoliageGridBenchmark - FoliageGrid was destroyed without waiting for job completion
This caused issues with native container cleanup
Tests: autobench in editor
tube lights wip implementation
Merge from trimmed_asset_warmup
Include fx prefabs in warmup too
removed old bullet_container folder and contents as it's no longer needed
Security Spotlight Prefab update
atmosphere height falloff
WIP propper build area check using bounds instead of the temporary radius test
hanging fish LODs complete for 3 variants. prefabs updated
ship_searchlight textured
Spawn new scientists on small oilrig
Reduce odds of scientists charging
- Vary angles, don't be predictable and peek from the same place twice
- Improve and simplify the way we measure the quality of a flanking path, prevent very direct paths being accepted as "flanking" paths
syncvar_ilpostprocessor_hook -> main
Update: Merge Terrain and FoliageGrid benchmarks
- Re-enabled terrain rendering in FoliageGridBenchmark
- Delete TerrainBenchmark
Tests: autobench in editor
Dont print anything on weaving success - only failure
Wrap lots of weaver variables in using statements to help prevent any leaks/issues in the future
Merge from additional_environment_volume_shapes