127,226 Commits over 4,171 Days - 1.27cph!
Implement boat sinking for destroyed player boats
Enabled r/w on renderer batch of floating walkways
renderer batch enabled on zipline props set (small planks, etc) reduced culling distance
Include world layer in groundwatch
Update: add per-AnalyticsTable telemetry
- using this telemetry to improve unit tests
Next up need to add support for flush-on-shutdown
Tests: ran unit tests
Portal marker works with any direction
Higher res deep sea icon
Fix potential issue where request to rebuild tiles are ignored if the tile is currently being rebuilt, as it'll then be desynced with the geometry, add more profile markers
Bone knife and variation updated
Updated 50 Cal Models and Prefabs to include the ammo box
Created 50 Cal Ammo Box Material
Removed Dual 50 Cal Model and added Right Side 50 Cal Model as a replacement
merge from volcano_stuff - was merged to release but not main
BBS prevent building tweaks.
Setup prevent building for sails, stop them being spammed together.
First pass floating city variant 3 (walkways and flow still WIP)
Map markers spawning in the deep sea get their global network behaviour assigned to deep sea
MapView minor cleanup
remove red keycard from silo monument
s2p
Hatchet variations set up
player update 3p mingun anims exported
First pass of map marker for the entrance portal
Prevent boat building stations from being placed overlapping.
added ziplines and rope ladder to floating city 4 layout to provide easy and quick way down the casino
reduced ziplines slack value, 4 was too high for most conditions
Add component to floating city prefab and deep sea island prefab
Switch from unparenting every entity spawned in the deep sea to using a EntityParentSettings component to ocnfigure detaching children after spawn & skipping running DisableInternalCollisions()
- using separate component so we avoid reserializing every entity prefab for now
Drop context resolution 12 -> 8
Still gives us plenty of data but saves 4 rays
Swap AIDriverUpdateAction InvokeRepeating to InvokeRandomized so we dont flood the thread
Run every 100ms rather than every frame
naval_update/gun_turret -> naval_update
naval_update -> gun_turret
Apply changes to default prefab
Make turret entity invinsible
Position changes
Rename internall turret seat
Move aim position
Manifest
Interpolate server states with IGenericLerpTarget, thanks Bill!
Fix cannon rotation being independent of the boat when turning.
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.
Swap yaw/pitch sync vars over to a single ServersideMountedWeaponSnapshot syncvar
Fix more rotation issues, offset the parent correctly
Point guns in the correct direction
Spawn 2 50cal guns for the dual version and point both slightly inwards to rotate towards the same forward
Ensure you cant loot the front turret ammo (this will be used by NPCs for reloads)
Merge from monument_notification_sounds
Fix issues with oil rig sound notification prefab
fix flexelement issues with screen resizing
Add floating city to "Scenes/Monuments/" menu in editor
merge from disable_island_parenting -> deep_sea
Pushed a debug change by accident
Portal spawns within valid bounds
Vehicle whitelist cleanup
don't update steering wheel sounds when out of range
use TimeSince instead of incrementing a timer for steering wheel sound stop delay