130,228 Commits over 4,232 Days - 1.28cph!
Remove call to RecacheAndGet in DragByAngle.Init, parts will already be available by this point now. (tested with new boats, edit/finish, pasted boats and loading from a save)
merge from server_part_caching2
removed wind effect from single vert on sails hand crank
Implement serverside part caching using the same method the client now does (on child added/removed)
Removed old CacheParts() code.
This also removes the need for an additional 5 loops over all entities on creation.
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merge from space_station_building_skin
Space station building skin added to upgrade_radius commands
merge from fix_extra_autoswitching_log
merge from applygenes_command
merge from vending_mapmarker_close
merge from spawn_all_deployables_shelter_fix
Merge from foliage_displacement_fix
Use OverrideMaxHealth instead of SetMaxHealth for boat
Don't allow cancelling reloads on cannons
Fix mount UI displaying even if a cannon is unmountable
Add additional dismount points for the cannon
Move displacement manager to FoliageGrid batching prefab to decouple from FoliageSpawns prefabs
Check for valid material before submitting a draw call
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Fix objects in motion failing to move properly after disconnecting/reconnecting (it was a pooling issue)
Fixed being able to place boat building station in canyons
Fixed boat health always appearing as 400 on the client
Fix fuel check not working
scientist_boat_ai -> naval_update
Power off the sails and engines on a boat when editing
Fixed being able to deploy boat station through world layer (icebergs mostly)
scientist_boat_ai -> naval_update
- Reduced radius on spawning a boat group at the ghost ship (fixes any weird not spawning bugs that were happening)
- Spawn group injects load mode
- Fixed a bunch of bugs with spawn and load
- Dont run cohesion for null group members
Don't show cannon health bar if mounted
Cannon set condition from health on pickup
Mark sails as orange on the deploy guide if they are going to be blocked
ghost ship ambient sounds and reverb zones
Auto killed boats now wont drop loot
Prevents oil rigs having dead scientist drops around
scientist_boat_ai -> naval_update
- Scientist boats can now save/load properly in all contexts
- Setup system for types of saving/loading, for example oil rig scientist boats wont save between server restarts unless their claimed by killing the ai driver
- Fix oilrig scientist boat manager loading error
- Simplify scientist boat loading
Fixed small ramp not cancelling animation when colliding with a player boat
Mark the cannon base as IsDynamic
Queue a network update prior to unparenting the child entities when converting a boat to construction, otherwise if the boat has to move (when using the dock and edit function) the child entities think they are in the wrong location briefly when switching to construction. This resulted in objects using RendererBatch constructing their batches in the wrong location
building planner rolled out mesh for 3p view
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