139,293 Commits over 4,474 Days - 1.30cph!
jukebox
- added a warm glowy lighting effect
- updated model with second uvchannel
- updated textures
- updated materials
Update: try using CoreCLR's ConcurrentQueueSegment as a Pool implementation
Leaks a bit in busy MT perf tests, but breaks down at 32 threads (can leak up to 50% of the buffer). Not good enough on it's own
Tests: ran perf and unit tests
Added tap sounds and reassigned pipe creak sounds
Fix tile seams not being perfectly aligned because of quantization
Switch satellite_remains to use its dedicated collision mesh instead of the model one.
Satellite.entity realmedremove tweak
Sertup realmedremove on satellite_remains.
Moved FX to client only.
Delete 3 unused models/prefabs
Tweak FX positions, think they were slightly out (unless intentional?)
Move them to satellite hierachy for rotation
Removed green light from powerline electric box
Adjusted timings of jacobs ladder effect, should be visible much less frequently
Reduced cull distance for jacobs ladder effect to 30m
Fixed child buttons of a non-interactable CanvasGroup gameobject not properly updating the button colors upon initially getting created
Zoom out and frame the point between target and control computer when opening the targeting map UI
Merge from PlayerMaintainedMonuments
Dont stop a pool game if someone moves too far away. Just base it on the last time a shot was taken
Ensure cue ball starts on the line is should
Add a dedidated SatelliteCrashLoot config.
Referenced it on satellite crates.
Still a copy of the Heliloot for now, but ready to be balanced separately now.
Ensure 8 and 5 ball aren't swapped on the backend - woops
Add resource dispenser component to satellite remains
Stop the racked balls clipping into each other
jukebox
- updated model
- removed redundant models
- moved materials and textures and removed duplicate folder
Ensure pool balls are set to an identity rotation when first spawned
Remove WIP text on the pooltable
Updated cui_test "YES" button to use TopLeft tooltip position so it can be tested easily (ideally at ~30FPS)
Fixed tooltips flickering at the default position (up top) for the first frame when they are set to use a different position
Removed "HELLO" debug log in TopLeft positioned Tooltips
merge from Softcore_T2T3bench
merge from fix_cliff_gaps
Merge from sleeper_hardcore_fix
Fixed not being able to loot sleepers in safe zones in hardcore
Added some pfx when the crude oil is pumping at dome
Halved crude oil rate
Doubled duration of rig timer
Same amount overall, now just takes 20 minutes
Can no longer knock on the garage door at gas station
Rename the garage door prefab to remove the space in it's name
Added another oil pumping switch to small oil rig
Produces 0.5x of the oil of the large rig for the same duration
If both oil rig switches are flipped the pumps will produce 1.5x the oil
S2P both rigs
Reworked power pole visual emphasis.
Cleaned up old FX.