134,705 Commits over 4,324 Days - 1.30cph!
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Fixed arms visible in skin viewer when inspecting the SKS
Wearable component now adds the relevant label to the prefab when preparing prefabs
Added some help to describe what to do if clothing isn't appearing in the icon generator
Fixed conveyors hooked up to dropboxes not pulling the last item slot
Better error message when placing something on a player boat that has vehicle large layer excluded
Small changes on HorseMask and updated textures
Merge from main (PlayerAnimation.controller conflict, merged automatically)
Small display lighting tweak.
Signal computer improvements, part 1.
Final tweaks for the ambient black crush fix.
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signal computer transmit sound tweaks
signal computer transmit sound
merge from main/naval_update/sound_polish
merge from main/naval_update
play a more agressive water movement sound when modular boats move quickly
deep sea island and ghost ship ambience tweaks
3p paintball gun anims - updated clips with correct settings, re-exported anims with correctly positioned prop bone data
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updated cabbage patch dance clip length (had been exported as 1 frame)
Deep sea signal computer LODs and col
Fix MountedWeapon rotation sounds starting again and being stuck on after dismounting while aiming. Tick() was sometimes running with _seat.AnyMounted() still returning true after ClientOnPlayerDismounted() so we're additionally checking _localMountedPlayer before starting sounds now
Deepsea signal computer mesh and prefab edits
merge cannon window clipping fix
Fix ballista mounting checks failing in reasonable/well grounded spots.
Fix cannons ignoring windows when checking line of sight.
Update: ServerProfiler.Core - more method annotation exclusions
- release bins built from c969bbab
Mostly focused on reducing the overhead of Scientists2's FSM evaluation and getting rid of injected Burst codegen gunk
Tests: craggy in C+S editor, entered deep sea, went to ghostship to wake up scientists, took a snapshot
merge from main/naval_update
Fix regression that caused scientists to not be able to throw grenades through some bottlenecks to setup a group push
Bugfix: handle similar-to-inf budget timespans
Tests: spawned on Craggy - no exceptions
Merge from scientist_agitation_fix
- improve perf/gameplay by fixing a scenario where nearby scientists would never stay in cover and be hyperactive
- improve perf by making scientists on other floors just lay in ambush, instead of constantly trying to peek above/below their floor
- fix regression that caused scientists to not group up to push when throwing grenades, landing a shot, or not seeing the player for a while
- fix some scientists still trying to push or throw grenades on a location even after their allies confirmed visually that the player is not there anymore
- fix a pool leak
Also prevent double push when throwing grenades
- Reduce random chance to push after peeking
- Prevent double push after landing a shot on the player
Fix bug in push assist logic which caused recursion, causing everyone to push instead of just a group
ghostship crate spawn increase
audio changes on the 50cal turret and tweak on ptboat engine
- Fix npc not grouping to push (bug introduced with voicelines removal)
- Fix leak
- Have npc always try to not push alone
Buildfix: remove non-existent call
Tests: none, trivial change