333 Commits over 92 Days - 0.15cph!
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.
Fix up/down arrow keys updating the label in the console input field even though they're unused.
Remove leftover debugging logs and restore debug commented out code.
Fix auto correct not working when chaining commands, fix extra tabs getting added when selecting an autocomplete button.
Fix not being able to tab between 2 last opened tabs in the dev console after the recent changes
merge from multiline_console
Fix unintended new lines after auto completing commands.
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