128,641 Commits over 4,201 Days - 1.28cph!
- prefab naming now matches
- removed textures folder and placed textures in materials folder as per other assets
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merge from physics_pass_two
playerboat wavePID balance
merge from editor_force_on_helicopter - resolved merge conflict
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check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)
Update: Add a safety guard to DestroyOnClient to avoid destroying client's local player
Tests: 2p session on craggy (though there's no case in vanilla where this can happen)
merge from fishing_village_collider_fix_fix
Moved the net that was causing the movement issues. Made my silly collider a little bigger. fishing_village_b s2p
improve transform access in correction forces
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
edited rpg skin 3p reload anim
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
Optim: pool SpectatorSubStrategy and SpectatedSubStrategy
Tests: 2p session on craggy with disconnects - checked pool.print_memory afterwards
steeringwheel controls HasDriver flag of parent boat
Fix certain props not being able to be spawned due to recent changes
Bunch of work moving lock from boat to steering wheel and related refactoring/fixes.
scientist_boat_ai -> naval_update
Boat AI will automatically turn on the lights if its nighttime, keeps them off if its day
tweaked red color from the steering wheel so it doesn't draw as much attention
Better lights on the RHIB
enabling PlayerBoat correction forces with some initial balance
added acceleration mode for boat wave correction forces, default is force (old behaviour)
- lets us have consistent control forces on playerboats without worrying about mass differences
Removed random wood beam in FC2 (transform override). Fixed negative values on railroad planter collision. Added colliders to singular security doors.
Use raycasts for avoidance instead. Spherecasts are just too unstable
disabled r/w and batching on seaweed clumps
Update: convert IsBeingSpectated utility
- Updated dependent code to use new GetSpectators instead of old nested children approach
Tests: spectated player on craggy that shot scientists - headshot sounds replicated correctly to the spectator
fix for: Modular Boats - Steering wheel direction not obvious. Added an arrow on the peg with the blue tape
When boat dies kill all remaining scientist on board
scientist_boat_ai -> naval_update
Pass mount point for spawning, dont rely on position
scientist_boat_ai -> naval_update
Stop info box breaking with 'null action'
Dont ram a player if they are way higher up on an island
Clean: remove BaseEntity spectating support and fix up types/names of relevant code
This code was broken for multiple years, and couldn't think of a reason it could be useful, so simplifying.
Tests: spectated on craggy, cycled view modes
Stop group members including themselves in the pursuit notifications
This prevents an infinite loop when pursuing a player
Update: when spectated player disconnects, switch spectators to a new target
- this also fixes a leak of spectated players list, since it gets cleared by above action
Tests: flew out, disconnected - spectator returned to self. Reconnected, started spectating joined player - all replicated.
Added baked shore vector volumes to the FCs
S2P
Small Engine and Steering Wheel have proper gibs now. Also fixed lod popping on the steering wheel.
Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes
split off axle on windmill
Update: reimplement spectating to use ISubscriptionStrategy instead of secondary groups
- Done via SpectatorSubStrategy (takes subscriptions of target) and SpectatedSubStrategy (notifies when group changes)
- Removed old secondary group code and reverted relevant Network API changes
- Made Networkable.OnSubscriptionChange public
This also fixes the bug with previous version that it only saw "near" distance entities
Tests: Spectated player on craggy, flew around until island disappeared from rendering - no NREs. Got 2 things to improve, and I think it's done