196,110 Commits over 4,110 Days - 1.99cph!
merge from party_system -> aux1
merge from party_system -> aux1
Add kickparty command to remove members from your party
Fix party not showing for the player who joins a party via an invite
merge from abyss_storage_fix
Abyss Containers - Changed deploy and open/close SFX to metallic ones
fixed gibs warnings in vertical ver
fixed missing collisions for small deployables in horizontal ver
fixed horizontal ver corpse gibs collisionmeshdata error
fixed horizontal ver missing groundwatch
Additional validation checks.
Converted all the remaining whitebox blocks to BoatBuildingBlock
Fixed removing the wrong instance when the swap-back-removal of another instance invalidated the indices by reintroducing instance sequence numbers, but slightly better.
Fix grenade explosions not being heard by scientists
Settings:
Gesture menu baseline
Reset tooltip when switching tabs
Ocean alpha test on beaufort 0
A ton of adaptations for the new height falloff.
ContainerCorpseCreator compile fix
Fixed wire slack for christmas lights, already fixed on decor_lighting_dlc but needs to work til we merge it
Plumbed up 'isOpen' hook for the new menu
Prevent potential bug if scientist reaction time is ever set to 0
Applied recent graphics preset fix to the new settings menu
Fixed some sliders using whole numbers instead of decimals
- Makes cientists rush players instead of staying passive after they land a few good shots
- Halves scientist bullet damage but double their accuracy (less brutal damage spikes, damage is more correlated to how long you stayed exposed)
- Increases flank speed and probability
- Adds profiling annotations to scientist fsm transitions
- Modifies canSeeTarget transition to take into account the same reaction time used for shooting (to prevent scientist's legs reacting to player before their trigger finger)
- Fixes confusing alternate use of Trans_IsTargetVisible and Trans_CanSeeTarget
Update: BiomeBenchmark - allow filtering which biomes to test
- also slowed down the camera flight to help with pop-in
Tests:benchmark in editor
More in game to menu plumbing work
Settings menu color pickers, added back all the accessibility settings
Fix scientists doing less damage in editor (was hitting player client collider in listen server mode)
M15 Pistol - Added final viewmodel FBX for animation and basic materials with bakes
Created a new entry point to new menu called MainMenu
Forward all current requests for MainMenuSystem to MainMenu to keep everything contained
Container corpse creator tool copy over the original open/close sound
Add last played, player count and last wipe information to connection modal
Customisable box setup for more info
Better flex setup for connection modal
Added missing open/close sounds to junkyard crane, snow mobile and waterwell.
material tweaks, added more chain detail, chain greybox for suspended items until final mesh/placement
Buildfix: wrap new test in server if-def
Tests: editor build check
Bugfix: TakeFractionOfItems no longer leaks List<Item>
Tests: destoyed a box with `dropCorpseOnDeath 1`, pool stats no longer had an active List<Item>
Bugfix: TakeFractionOfItems no longer drops items that didn't fit destination container
Tests: unit test - previously failed, now passes
Test: unit test for DroppedItemContainer::TakeFractionOfItems
Don't think we can reproduce the pooling bug with vanilla items, so adding a unit test instead. Currently fails.
Tests: ran the new unit test
Fixed an issue with the spatial environment volumes sometimes not rendering within the scene view
Added open/close sound to every openable corpse.
Add navblockers where there are small disconnected navmesh islands in small oilrig, as they were wasting the scientists time evaluating positions they could never reach
Add todos comment highlighting potential issue
Prevent scientists from being interested in bullet impact instead of loud gun shot, when the gun is shot from very far away
Show server tags on connection screen
More consistent sizing on connection screen (no matter the amount of elements)
Better server connection backing
- Fix scientist not taking cover when sniped from very far in some situations. For example in the oilrig docks the EQS to dynamically find covers can fail it's quite open and small, so we fallback to existing manually placed cover points.
- Reduce stopping distance from 1m to 5cm (again I got confused with unreal units vs unity units...)
Settings code cleanup, renamed the classes and moved everything in the right folders
Merge: from main
Missed backout CL
subtracting bag_phrase_standardisation - wont do
merge from kill_bees_command
merge from collisionmeshdata_error_fix