243,757 Commits over 3,898 Days - 2.61cph!
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
Fixed incorrect chainlink colours in NMS
Fixed incorrect bollard colour on cargo ship (note that this will conflict with the test_cull branch, I recommend taking this version and renaming it to match the new prefab name)
BillBTestMap spawn point height fix
Vitals UI works for any pawn
When possessing a pawn, set its PlayerState
Can deploy drone by using left mouse button, removed dev menu debug for it
Chat system also uses player states, for now if we have a pawn, check zone that way. Needs a rethink, because we'll want to grab zones from possessed pawns, like the drone.
Voice is on PlayerState, Kill Feed, Voice panel all use PlayerState
Moved PlayerScore to PlayerState, scoreboard uses PlayerStates instead of relying on an active Pawn
Work in progress Pawn refactor
Include hotspot coords in LoadCursorFromFile
Fix camera getting trashed on reset
Set some defaults on model renderer properties so we don't trash the component on reset
When the player right clicks a shipping container block while holding a spray can, select the last used spray colour in the pie menu by default instead of the colour of the shipping container block that the player right clicked on
Advanced Xmas lights can now be placed up to 200m in length and will not consume the item amount when used
Implement native loading of cursors from image ready for when we want to hook it up
ant
bomb
twins
compass
antenna
card hp
card hp on tooltip
wizard turn start
HingeJoint.Angle is in degrees
Don't automatically add world tag to map collision, let the user decide that
Add tags from gameobject to map instance collision
Update map instance collision tags on tags change
Add some useful state getters to hinge joint (Angle, Axis, Speed)
Shadergraph: Allow custom file ext in texture nodes
Shadergraph: Add Mod (%) node
Merge preprocess refactor -> monument_scenes