128,169 Commits over 4,201 Days - 1.27cph!
Front 50cal 3p animation set
DrawInspectorTextureAttribute folds with the field name
initial coarse height baking
Imported and implemented sounds for the plank item
Fix burst compile issues by bringing back `DamageRegion` struct
Add a delay before invoking the deep sea server tick after a server restart
boat_fixes -> naval_update
Potential fix for IsDriverDead
- Don't rely on a reference to dead driver (work with nulls)
- Gate checks between has spawned
updated vm rpg skin anims
Prevent on killed from firing an nre during server restarts
Dont save boat ai
Post merge fixes:
- Fix phrase conflict
- Rebuild manifest
Restore /rpg folder in RocketLauncher, fixes broken vanilla rocket launcher caused by
133429
merge from floating cities
FC1,2,3 HLOD refresh and S2P
re-enabled some shadows in med barge
disabling shadow casting on prefabs, floating city walkways prefabs and casino barge shadow casters
Merge from scene_holster_tools
Move the scene based holster tool buttons into the scene view and not the inspector
Merge from water_pump_power_fix
Removed a couple of server allocations when firing events on Water pumps and Fluid Switches
Another potential fix for sprinklers still spraying when connected to a water pump with a large height difference and the pump loses power
Fix scientists moonwalking on ghost ships
Fix InfoZone NRE from scientists on ghostships
Mark two more collision meshes r/w
merge npc parenting to naval update.
merge back cannon and player animator fixes to naval_update
Embed playable graph tooling
Reset base animator layer weight whenever we're not playing one shots.
Try to fix black bars on RHIB (that can show up at certain angles)
mounted_turret_reloading -> naval_update
naval_update -> mounted_turret_reloading
Fix some more dodgy angles on the front seat
- Swap front turret to correct mount pose (standing)
- Fixed problems with front turret being unable to progress its reload bar properly
- Adjust eye position on front turret
- Remove logs
Add server convar to allow mounting the cannons outside of boats
Fixed AI turrets not shooting at the players (incorrect dot calculation)
Better driver caching, prevents a random other npc on the boat from being marked as the driver
Fixed ai mounted weapon controller so it points at the right location again
prevent rear turret clipping checks from failing right at the corners
- AI's can now reload turrets if they are empty
- Extra profiling in a bunch of turret methods
- Run at randomised time to keep the thread clear
Now disable their canvas when invisible:
- Team ui
- Fog overlay
- Wounded screen
Some fixes to other screens not disabling themselves by default