128,457 Commits over 4,201 Days - 1.27cph!
Added new 5GB memory budget for texture streaming as a test
Fixed deepsea wipe NRE, kill scientists first before killing the rhibs
Added recyclers to food market and supplies barge
merge from hmlmg_improvements
resized hmlmg ao textures from 4k to 2k and 1k, changed skinnable asset so it allows 2k on main texture on workshop up from 1k
Merge from naval_update, keeping destination floating_city2.prefab
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subtract
116856,
116886 (unpacked all clothing prefabs to try and get around a bug for the vertical slice, seemed to be a local issue)
nuked the broken glass bits left
improved the climbability of the nets into the bridge of the ships
fixed blockers around FC2 bridge (for good this time)
Unsaved terrain prefab id's
Finally fixed snow material showing on deep sea island (for real this time, promise)
Fixed beds on boats not triggering periodic refreshes of respawn options on the client
Move tutorial islands further away from deep sea (only cover half of the map edge)
Fix terrainData list removing, clamp activeTerrainIndex to length, and move matrix setup into terrainData constructor
Fixed constant NRE's and profiler errors in WaterCamera
TerrainMesh now searches from the root of the island, should catch the various rocks using terrain blend shaders
Added debug.printterrainconfig
TerrainConfig is now a BaseScriptableObject so we can use FileSystem
S2P both islands
Fixed farm access guard not actually taking scrap, S2P both cities (no scene changes)
Merge from floating_cities
Invoke gestures with a gesture config, not a string
Clamp the gesture list so the scroll doesn't feel bad
Merge from boomerang_animfix
Update icon of boat stairs block
Don't spawn tutorial islands in the deep sea
Fix autocomplete issues with chained commands, fix command history issues with new lines.
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Merge from steam_timeline
merge from qol_dump_improvements -> main
Potential fix for DontDestroyInScene having too many objects
More improvements
- add profiler samples around each area so you can see why the whole dump takes 5+ seconds
- add Hierarchy.Total that shows total size of each part of hierarchy + all children (so you can see what hierarchy has 100k+ components)
adding small engine gibs / updating prefab
Bump up max ray hits on query vis, burst compile invalidating ray hits (this probably won't make much of a difference, more of a setup for future unmanaged validation)
Bugfix: fix invis players not replicating positions & rotations
Tests: spectated invis player, didn't observe and animation glitches as the comment warned (tried rock, torch, ak)
Bugfix: don't destroy local player when spectating player going invisible
Fallout from the recent rewrite.
Tests: while being spectated, toggled invis a bunch of times - no NREs on the client. invis player doesn't replicate, though, will fix next.