130,204 Commits over 4,201 Days - 1.29cph!
simple deepsea/mainland heightmap query split (5th iteration of it)
- currently limited to positional queries, normalized coord queries map directly to mainland data still
- also fixed issue with deepsea shorevectors where they weren't being rotated into worldspace properly and still pointed in localspace directions
rebaked tropical scene shore data to include heightmaps
Optim: VineSwingMountable no longer syncs positions by default
Should save another 0.7ms
Tests: Swung across multiple vines in playground_vineswinging, descended on one to ground
Fix exec command attributes, add `bot.exec_command_all` to execute commands on all bots.
▍▉▄▉▉ ▄▌ ▄▍▍▋ ▊▅▅▆▆▊ ▇▋▊▆ ▊▅ ▆▆█▄█▅ ▆▇▌▅ ▌▆▌▍▄▊▄ ▅▇█▋ ▋▇ ▊▋▄▋▄█▋ ▋█▆▇▋▇▅ ▄█ ▌▊▉ ▌█▇▌█▇▊▊ ▊▉▍▆█▉▌▋
▆██▅▌▄█ █▍▉'▆ ▊▉▄▋█▋ ▆▌▍▇▍▊▇ █▋▄▅█▍▌ ▅█ ▇▋▄▇█▊▌▍ ▌▍▍▄▍▅▊▋█ ▉▆ ▋▍▇ ▇▌▅▋▅
Add `bot.exec_command` and `bot.exec_command_sphere` to execute commands on bots.
Knight Armour vest and pants repose.
More setup and experimenting.
Fixed FindPrefabPathsByLabel returning assets that contained the target label ("BaseVehicle" was returning assets with "BaseVehicleSeat" for example)
correcting for height data normalization, denormalize with baked info and renormalize to current world size on application
- lets us be consistent with how we interpret height data betweek deepsea and mainland
Missed some floating walkway commits
Fixed glass mesh layer (transparent > world)
Consolidated into new lighting prefab.
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
Centralize logic that checks if a npc bullet will be blocked if they fire
▊▊▅▊▌ ▋▇▉▇ ▆█▋▋▌▇▅▅▇▋▇▇▊_▍▇▉
▅▇███ ▌▌▄▆▍ ▋▍▄▇▊▉▊▋ ▋▍▆▇▋▄█▄▇ ▍▊▊▇▋▍▍ ▍▅█▅▅▉▍ ▋▊█▊▍
Remove disabled gameobject from new UI
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
Merge from ui_improvements
M4 shotgun spawns inside hackable crates again
L96 chance lowered
Reduced autoturret loot chance (increased too much last update)
Removed blue keycard from outpost vendor
thumb_up
24
thumb_down
16
Boat Vendor now sells DPV for scrap
DPV now requires metal fragments rather than HQM to craft
▇▋▅▉▇▍ ▌█▅▉▄▍ ▌▊▇▍, ▍▅█ █▄▅▆▌ ▊▆▊ ▇▆▇ ▄█▆▊▌▌
Fix scientists reacting too slow when fighting a player that hid and getting shot in the back by another player, hook new scientists to Server.pveBulletDamageMultiplier
▇▅▋▄█▆ ▍█▌▌▊▇ █▊▍▊ ▄▍█▋ ▋▊▍ ▅█▍
Optim: crate_underwater_* - only sync positions once freed
Should save us 0.7ms on 4.5k server
Tests: untied basic and advanced crates on Craggy and observed them raise up
Bugfix: disable Drop To Ground on spawnpoints for junkpile_water_* barrel spawns
Some were incorrectly placed leading to barrel spawning on the ocean floor.
Tests: spawned on craggy, inspected a bunch of junkpile_water_*, none had underwater barrels
Optim: junkpile_water_* - enable client interpolation and use InvokeHandler instead of InvokeHandlerFixedTime
Fixed time handler fires off 10x more by default, and it would generate 3x more position tick messages than InvokeHandler. Will need validating on naval_update
Tests: observed transofrm values of a junkpile in editor while close and at a distance - interpolation didn't throw it anywhere
Buildfix: remove stale debug code
Tests: editor compiles
m92 mesh update - parts of the previous mesh were not properly centered.
merge from halloween_2025_disable
Birthday Hat - Updated manifest and localization
Birthday Hat - Adding models with material and textures. WM setup. Some still placeholder.
merge from guide_materials_tweaks
tweaked guide material settings further
Added prevent movement volumes to the small ramp to stop players falling through
Merge from hackweek_boxsorting
More sorting fixes
Apply a 1s delay to all sorting after a container is marked dirty, if a container is marked dirty again in that window restart the timer. This prevents sorting running every time an item is moved if a player is hover looting a container
Sorting should preserve positions of objects that are considered equal by the selected sorting mode (eg. sort by count, can now swap around all the 1x stacks while keeping the >x1 stacks in order)
Added a passthrough to the storage adaptor
Storage adaptor now requires 1 power (won't require power to use industrial transfers, only for sorting)