196,089 Commits over 4,110 Days - 1.99cph!
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
merge from improve_rug_pickup
merge from bag_phrase_standardisation
merge from train_disconnect_fix
merge from clone_icons_fix
2-week yolo merge from main
Simple AO baker implementation
trawler latest props progress
subtract print_light_counts
merge from adjust_shelf_pickup_volumes
merge from tutorial_jungle_rock_fix
merge from abyss_containers
merge from BowWeapon_cleanup
merge from print_light_counts
merge from train_clipping_parent_fix
Merge from mixing_item_delete_fix
Fixed mixing table sometimes deleting ingrendients when they cannot be stacked due to spoiling
▋▊▇▉▊ ▊▇▇▊ ▋▄▅▄▉▇_▆▇▆▋▇▊_▉▍▉▅▌▄█_▄▇▄
▊▄▍▅▋ ▍█▇▇▍▉ ▉▊▉▍▄▉▄ ▋▉▇▄▊▌▍ ▉▆▅▉▋ ▇▋ ▉▇▌▌▌█ ▄▄ ▆▅▍▉ ▉▄▊ ▆▇▇▅▋▅▍▅▊ ▇▅▆▅▊▆▋▊▊
More cleanup
Added "Block from Mannequin" field on ItemModWearable, enabled on inflatable outfits
More cleanup, update icon
Cleaned out a bunch of stuff we're not planning on using - scrubbing animations, manual joint posing
Removed female mannequin version