243,733 Commits over 3,898 Days - 2.61cph!
Removed a bunch of code we don't need on the Drone anymore
Cleanup, removed unused stuff
more burst cloth
- changed integration method
- reduced position and orientation to a single spring value each, collision still managed with separate spring
- cleaned up unused cloth material properties
merge from hood_and_cuffs
merge from collapse_renderers_default
Enable condition on handcuffs item
Use PlayerPawn in BuyMenu, not PlayerState
undo projectsettings.asset being commited
Undo projectsettings.asset being commited
Support Buy Menu items again
See if this fixes aux1 client buld
Kill bots playerstates as well as their pawn
Merge compile fix to aux1
Fix compilation error on server
Merge from scene_warmup -> aux1
Only require scene_warmup prefab as parts of async asset warmup was running
Add async and synchronous LevelManager.LoadScene() methods as the async one was having issues running on main thread
Add more logging and try catch if a scene fails to load
- don't throw error if warming up a prefab twice, but delete it and log a warning
Fix NRE on collider destroy
Move keyframe colliders pre physics step
Merge from tutorial_map_fix
Increase size of water backing on tutorial island map marker
Fixed item icon NRE's when first person spectating
Fixed incorrect camera position when first person spectating players on bikes (would have affected any other mountables that used the FirstPersonWithArmsEyesLerp mountable feature)
Fix client compile quickly before Jenkins notices
Merge from snow_effects_roll_back_and_meshLOD_conversion
Adjust sidecar bike steering
Refactoring, consolidated player reaction code
Merge from snow_effects_roll_back_and_meshLOD_conversion
Merge from snow_effects_roll_back_and_meshLOD_conversion/hlod/
Full global S2P and HLOD regeneration
Switch from asset warmup -> warming up scenes of prefabs
- loads scenes async in background rather than stalling main thread
- acts similar to async asset warmup
- loads autospawn prefabs first, then everything else
- spawns world and loads entities, effects and misc prefabs in background
- waits for entity scene to finish loading before running prefab warmup
- prefabs not in warmup scene will be warmed up on the fly
EntityToScene packs prefabs into warmup scenes
- for all types of prefabs, not just entities
- can configure with filters to choose what prefabs you want per warmup scene
Added `scene_warmup` convar to enable feature
- must restart for it to take effect
- also requires partial loading to be enabled (this will become full async loading setting in future)
Add `print_misses` convar to see what prefabs were missed by asset warmup or scene warmup
Add warmup scenes into asset bundles
Don't destroy '_Warmup' scenes when loading a new scene via LevelManager.LoadScene()
- destroy all other scenes and load new scene async
- run synchronous for normal loading
Fixed null mesh entries being included in HLOD
More rider bouncing around from collisions etc
HLOD meshes will now skip objects with "Core/Foliage" materials
rebrand detective as candle
wizard hurt candle effect
wizard respawns more cards
wizard rearranges more cards when hurt
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Unsaved changes/additions:
- Updated bbq static prefab with latest lighting/fx
- Added bbq "always on" static prefab variant
- Added static decor shelves
Added a proper sized child collider for MetalRowboat_static (scaled down to 0.85 like the other rowboat)
Adjust collision force and damage settings for all bikes
Fixed incorrect length on gambling room light connectors in bandit town
Fixed about 30 shipping containers at harbor_2 that had different variants assigned at various lod levels