131,492 Commits over 4,232 Days - 1.29cph!
Merge from radial_context_fix
Show block count and limit in boat building UI if a limit is set.
Fixed Scientist Boat Spawner not properly serializing with Oilrig (had isSaved set to false)
Added a new TMP shader that allows a depth offset and custom cull mode
Add PlayerBoat.MaxBlockCount convar. Add validation and error message.
Merge: from hackweek_jit_explorer
- New(editor): Tools/Engine/Jit Viewer that allows to inspect native instruction output from JIT compiling managed methods
Tests: used Jit Viewer to inspect BasePlayer::ServerUpdate. Ran perfsnapshot in C+S editor
Update: consolidate various editor tools in Tools/Engine
Tools top menu still doesn't fit on my 1080p screen .-.
Tests: checked the Tool menu
Update: Update ServerProfiler.Core binaries to release
- built from 6737a87e
Tests: perfsnapshot in editor, used jit viewer
refactored mesh generation to use a fixed size pool of generators over multiple frames, removes a huge amount of the fixed memory cost of each sculpture
Switch new convars to replicated for UI.
Add BoatBuildingStation.EditFinishUseInterval convar.
Small refactor.
Ensure boats dont wander out of protection areas (if they have one)
Update to version 1.13.11
npc aim refactor first pass
naval_update -> scientist_boat_ai
naval_update -> turret_head_animations
Added PlayerBoat.EditEnabled and PlayerBoat.FinishEditingEnabled convars.
naval_update -> blueprint_viewmodel
fixed setcolormenu not showing properly
better additive sculpting plane handling, only paints onto plane and doesn't create towers of additive shapes
temp playground.charms scene
Slight tweak to emissive map
fixed OBB rotation being in the wrong space
merge from attachment_reposition
Adjusted orange deploy guide to not be so bright
Removed a pile of trash bags inside the casino barge, wasn't visible
Culling volume NRE fix
Merge latest Indirect Instancing changes. This is a big one, but it's still disabled by default.
Merge from floating_cities
Fixed floating_walkway_plastic_300x150_a.prefab RendererLOD not hooked up
Fixed floating_city_3 central casino barge not using the correct mesh and not rendering in gameplay
Added a MeshLOD to improvised_walkway_railing_wood_150x150_corner_a
Ensure once again that Indirect Instancing is disabled by default and advanced debug ConVars are only available in debug builds.
Gate behaviour behind server.repositionAttachmentsOnReskin convar just in case
Cleanup
Recalculate final position of line for outputs (still need inputs)
WIP moving attachments around to match the new attachment positions when reskinning objects with spraycan
Don't run two cameras, it confuses the viewmodel camera system. Instead use one camera and reposition it to match the orbit camera, this matches the regular game behaviour of switching between the game camera and debug cam
Marked some button lists as non static so domain reloads can be disabled, still has some issues