196,173 Commits over 4,110 Days - 1.99cph!
Update: BiomeBenchmark - add clutter spawning
- Runs a copy fo server-side hacked-together logic
I can see various trees spawning on islands, but the rocks block too much of area - going to try to reduce that next.
Tests: benchmark in editor
merge from /MiscMissingSounds
merge from add_missing_excavator_sfx
merge from codeanalysis_build_stripping
merge from OpenCloseSoundsForCorpses (deployables)
merge from abyss_storage_fix
Restore settings gesture wheel prefab guid
Remove RendererBatch from whitebox pieces
merge from mo' env volume changes
extended some train tunnel segments env volumes to prevent cut lines with lighting
fixed the outdoor env volume on bunker entrances train tunnels causing brighter lighting indoor
Merge from trimmed_asset_warmup
Filter out assets that don't exist in builds so we don't try to warm them up
fixed an incorrect scale on liquid gas tank collider mesh causing larger volume than it should be
improved precision of dockwall corner out collider
Fixed deployable category in industrial conveyor not translating properly. Now listed as "Items" to match the crafting menu
Fixed photos not appearing in conveyor filters
Fixed player model getting stuck in fishing pose if fishing sequence is ended prematurely
Upgrade fbx exporter for exposed export options API
Merge from frontier_external_fixes
Enabled needOnlyOneAreaCheckValid on ladder ground watch, fixes all ladders being destroyed on external walls when a single ladder is picked up
Merge from frontier_external_fixes
Some improvements to free spray behaviour on external walls
Merge from trimmed_asset_warmup
Get rid of the convar, just try to not bundle the unreferenced prefabs instead
Mark the frontier wall/gate as not hidden
Fix simple upgrade options missing
Merge from autoturret_peacekeeper
Reduced initial time before the hostile warning appears (was 2s, now 0.25)
Use real time instead of fixed delta time, makes the countdown closer to real time
Merge from simple_floating_entity (includes latest main)
Created SimpleFloatingEntity
Shares simplified floating behaviour with floating junkpiles, can rotate but will only ever move on the Y axis
Movement is budgeted and only active if a player is within 16m
Derives from BaseEntity so has no damage handling
Merge from food_spoil_pool_fix
Fixed food sometimes spoiling immediately when created (pooling issue)
Finish loading screen flex mockup
Merge from team_invite_changes
Don't allow duplicates in the invite list
WIP: Initial new loading screen setup
Removed some temporary testing logic
Merge from autoturret_peacekeeper
Slight menu transparency if in game
Menu open and close fade in/out
Stop quit modal from preventing escape from being picked up in game
Bloom improvements for new tonemap.
More sky tweaks.