140,923 Commits over 4,505 Days - 1.30cph!
Fix:
- old scientists not moving at multiple locations
- animal stuck in charge stack around jungle trees
- ais getting stuck
- move without polyref log spam
- scientist crouchwalk weird angle on stairs
- slower old ais
Fix non-deterministic tests that only failed sometimes, remove extra long tests
Bugfix: make card table saving MT-friendly
Done by removing the concept of item "busy" or "locking" - was never set but checked against Time.time
Tests: none, trivial change
Merge from rendererlod_collapse_improvements
Fix NRE when using a planner that is placing a collapsed renderer
fixed empty procmap scene
converted all jobs to batch by rows instead of pulling XY coordinates out of the flat array's index, fixed some other minor issues
4500 map erosion time down from 47s to 39s
Bugfix: cache rocket ammo def to avoid get_gameObject calls in AttackHelicopterRockets
Tests: spawned attack heli and geared it up - could see them in inventory
Remove the temporary reflection hack for steam input.
Switch to alloc free controllers call.
Testing with locally built new Steamworks DLL
Adjust conversation readout timings again
Initial setup of repairable helipad at bandit camp
Buying air vehicles from the vendor is disabled until players contribute enough resources to repair the helipad. Works similar to constructing siege weapons
Once repaired stays repaired for the wipe
Placeholder art whilst helipad is under construction
merge from ArrowRevamp :bow_and_arrow:
Reapply reduced network range on arrow.prefab
Testlist
merge from main
keep destination on some bow entities
merge from 2026_worldmodels
merge from locked_water_bucket_fix
merge from store_image_descriptions_aug26
merge from flamethrowerpilot
merge from legacyfurnace_col_fix
merge from chainlink_fence_fix
merge from showusebind_settings_fix
Fix "Show use bind" and "Show belt bar binds" settings not doing anything because they were pointing to the wrong convar
Fix all chainlink fences in all monuments manually since they had material overrides applied to LOD1 in the scene
S2P
Coverage Queries Renderer Feature
Updated sheep model and prefab to improve lods further. added an opaque sheep fur mat for lods.
Adjusting attachment positions for glass ak color variations
Updating attatchments positions for glass ak
merge from woodarmor_skinnable
Reduce amount of network groups for rooms
legacy furnace COL 350 triangles -> 240
well within the convex mesh collider threshold (255)
Send network updates of room behind the door before the door's network update is sent
Add commands to select and direct a given NPC
ai.selectnpc will select the npc in front of the player
ai.movenpc will make the npc navigate to the point the player is looking at (takes a walk type sneak, walk, jog, run, sprint, fullsprint)
ai.releasenpc stops the debug control
Works on legacy AI and modern FSM based AI, needs to be manually added to every FSM AI but it's a one line change for each type
Faster navmesh save and load, smaller save file sizes
Merge from rendererlod_collapse_improvements
Adjust the position threshold for collapsing a RendererLOD
A positional shift of > 0.000000001f on any axis used to prevent collapsing, updated to 0.0001f
Catches a lot more renderers with no visual difference
Fixed collapsed LODS switching to culling later than they should
Fixed collapsed LODS not registering to environment culling
Fix lingering occlusion (wait 5s before hiding on client) not always working
- Fix missing inspector arguments on character customizer page
- Setup tile prefabs
- Initial work on Character Preview
- Set toggle on character creator page