323 Commits over 92 Days - 0.15cph!
Null check playable graph when setting animator controller
merge from playable_fixes
Add HideZeroWeightEdges toggle to playable graph tooling to make it easier to inspect bloated 100+ node graphs.
Fix playable graph IK issues
Re-route setting animator states to playable animation controller
merge from playable_fixes
merge from cannon_animation_fixes
Setup playable graphs in on enable, fixes broken initial states and no longer crashes.
Fix two playable graphs running at the same time for each player, which seems to fix everything else.
Re trigger animator to fix issues with mounting helis.
Destroy graphs on disable and recreate them
Setup playable graph for other players after animator warm up to fix crash during animator.update.
Fix hit particles not rendering
merge from fix_ice_skin_particles to fix chainsaw fx lighting issues
Fix chainsaw viewmodel fx not showing up
Fix playerboat.SetSailsOpen not working because of auth and wrong player position
merge from cannon_water_fixes
FIx cannon water factor override only existing on clients
Fix shooting/reloading cannons under water
Fix leg animator not working on player boats, they use VehicleLarge as a layer which wasn't in the ground mask.
Revert yaw clamp on cannons
Fix cannons letting you breathe under water
Fix missing ghostship_d nav bake, add strip navmesh obstacle components to all ships.
Refactor StripBatchingComponents into StripComponents<T>, add StripNavmeshObstacles to fix unstable ghostship navigation.
Play cannon fire fx when shooting the cannon, add effect recycle to cannon fx.
Fix cannonballs hiding the rpg prefab until they were moving rather than their own visuals. wtf
Add projectile info for cannonballs
Add buoyancy wave amplitude for ghost ships, set it to 40% for now.
Draw general editor prefs in Rust Editor
merge disable_deepsea_pref
Add "DisableDeepSea" pref to editor prefs
Fix autocomplete issues with chained commands, fix command history issues with new lines.
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)
Keep aim dir on cannons local whenever they're parented(to a boat), change all of the writes to aim dir to assume the same.
Fix crash when changing mesh quality levels near a ghost ship
Fix scientists moonwalking on ghost ships
Fix InfoZone NRE from scientists on ghostships
merge npc parenting to naval update.
merge back cannon and player animator fixes to naval_update
Embed playable graph tooling
Reset base animator layer weight whenever we're not playing one shots.
Add server convar to allow mounting the cannons outside of boats
Revert cannon prefab to before it exploded
Add parenting to NPCSpawner and set it up for ghostships
Fix scientists walking through the container on ghostship_d