133,713 Commits over 4,262 Days - 1.31cph!
Disable Indirect Instancing by default to unblock editor issues (I'll be back)
Disable Indirect Instancing by default to unblock editor issues (I'll be back)
removed old movement/bullet blocker setup and other cleanup
Ensure indicator pops up in every circumstance (at least with bans)
- Simplify Notifications indiciator between saves
- Add partial to GrowableHeatSource
- Codegen
stopped some unecessary cube marching enqueues when placed
boat_planner_icon_fix -> main
Fix the 'boat planner' icon having green shadows
Added space station building skin video
main -> notifications_indicator_fix_2
snapping_corner_nre_fix -> main
corrected mesh ID used for physics mesh bake, also kick off the async bake jobs with ScheduleBatchedJobs for sanity as we want them to start asap to reduce the chance of them still needing to finish work when they are completed in the next FixedUpdate
Fix deployable snapping corner hit NRE
Reduced ocean scale when the deep sea is about to wipe
fixed wrong physics mesh assignment and server compile errors
Mannequin and MInigunammoBackpack repose
merge from settings_fixes
Fixed outdated convar values in graphics preset, causing the preset to always show as "Custom" (shader LOD, shadow cascades)
Fixed graphics preset custom editor errors after the localisation changes
Fixed missing graphics preset in the settings menu
Twitch rivals flag reposed
separate collision mesh generation from visual, still works assigning the same mesh to both
- lets us have consistent collision between censoredsigns being enabled/disabled
Merge from naval_missions
Re packing prefab for m92 rig
experimenting with disabling Physics.autoTransformSync during the mountables VehicleFixedUpdate - would likely have some consequences, but there's too many cases to easily test
Updating m92 prefab with new rig
Also allow concrete, sandbags and stone barricade in the deep sea
Fix GetUnmountedWaterFactor NRE
CalculateRepairCost now takes into account (potentially) varying hull/non-hull block costs
Still run UpdateCelestials in headless mode (needed to set IsDay and IsNight on the server which things like solar panels use)
Add a separate wood_boat_hull building grade so we can set different resource costs for the hull pieces in the future (currently the same cost)
Point hull square and hull triangle to it.
Fix incorrect edgeFlags, rotation, and flipped border meshes
Add vertex colours toggle to editing UI
Fixed magnet crane not marked as Can Sleep (I swear I did this last week)
Early return from the DroppedItem underwater check if the attached rigidbody is sleeping (it's unlikely to change submerged state while sleeping)
Removed Vis.Entities from the artificial light and temperature calculations for growables, now queries a Grid of light and temperature sources
These paths are now completely physics free
Merge from relationship_optim