135,403 Commits over 4,293 Days - 1.31cph!
Added playerboat.kill_all_above_deployable_count command.
Added keyboard controls to the item list
Merge from deployable_limit
Include count of total amount of warnings and errors after the manifest finishes generating
Merge: from useplayertasks_removegroupocludee_nre
- Bugfix for player connecting to a sleeper from a save emitting an error
Tests: unit tests + 2p on Craggy
merge from main -> fix_manifest_errors
Update: OcclusionValidateGroups now also checks all active players and all sleepers
Tests: none, trivial change
Bugfix: OcclusionGroup - handle connecting to a sleeper loaded from a save
Done via initializing sleeper if it supports server occlusion in PostServerLoad
Tests: unit tests + 2p on Craggy with a sleeper in a save
Deployable limit convar wip
Update: another flow change to ReconnectToASleeperFromSave
- added missing PostServerLoad call
- adjusted expectations
Tests: ran unit test - still fails as expected
Update: adjusted the expectations for ReconnectToASleeperFromSave test
Realized that original scenario was slightly misimplemented, the flow doesn't exist in our code
Tests: ran unit test, it fails as expected
- Fix turret movement not being visible to others (when other players are using it)
- Half front turret sensitivity
fixed paintable window collision - thanks elliot.
Handle NRE inside NPCAnimController.DoPrepare()
added new sounds to the modular boat steering creaks
pt_boat_turret_full_reload -> main
- Updated the script for baking paint ball pellet positions to vertex colors to handle sub-meshes and baking the mesh to an asset
- Added a new shader for rendering the paintball pellets with the fill funcionality. This includes some basics from the standard shader, such as an albedo map, normal map, and metallic and smoothness maps.
repositioned paintable window collision
Replaced deep sea Gatorade® with Ocean Water. (Not final)
Update: OcclusionGroupTest - add TestNew_ReconnectToASleeperFromSave test
Catches a bug in how server occlusion handles this specific initialization path
Tests: ran unit test, it fails
Item list fixes and optims
Merge from naval_missions
Codegen
Increase max distance on tutorial mission 8 position generator
frame painting resolutions based on current frames
- Always check if a player can accept the mission before assigning it
- MissionInstance now saves the provider as type IMissionProvider rather than BaseEntity
- Fixes for registering tutorial pings on SpeakWith objective type
- Don't try to save the dialogue graph if in play mode
Fixed RobotoMono base material
Fixed colliders, bounds and minigame for palm_tree_tropical_small_a and palm_tree_tropical_med_b
merge from naval_update/deep_sea
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Fixed TreeEntityEditor not inheriting from BaseEntityEditor
Fixes bounds handles and manifest info not working properly for tree prefabs
Debug mesh finder tool for painting
Fixed palm_tree_tropical_short_d colliders
merge from naval_update/deep_sea
SKS skinnable correct material order, and also set icon values up correctly and re-rendered icon as they had been lost
appended tools box to the storage adaptor allow collision group list
ran manifest, icon manifest and localization
tools box item created icon created, matrix model added