116,240 Commits over 3,987 Days - 1.21cph!
merge from boombox_reconnect_fix
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Merge from media_projects/2023_06
Fix missing material on tugboat gibs, required a duplicate material to be generated for wood panelling
WaterSystem server compile fix
Don't allow IO connections on entities that are in the hierarchy of a vehicle (still need a better way to isolate which entities can be placed on the tugboat, but this should stop any IO shenanigans if things slip through)
Bypass this check on the tanker car module as that's the only case we want to allow IO connections to entities parented to a vehicle
Toned down player preview lighting brightness
Fixed gaps under tugboat doors
Fixed torch and rock selected skin not being applied on respawn if the selected skin is a redirect item unlocked as part of a bundle (note that this behaviour is exclusive to builds, the editor has a different process for assigning starting items)
Fixed server-side projectiles not damaging tugboat
Fixed infinite WaterCamera NREs in scenes with a camera but no ocean
Fixed spraycan redirect reskins not properly restoring local position on parented entities (fixes disappearing door when switching to/from industrial door skin)
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Don't parent gibs to vehicles, fixes slow motion movement of gibs when a deployable on the tugboat is destroyed
Cherry pick
84023 (switch to BurstClothHitboxCollision)
Fixed tugboat gibs floating in slow motion (see new UsePerGibWaterCheck option on Gibbable component)
Shrink colliders to fit on tugboat gibs, still has some erratic behaviour but is a bit less extreme
Use an index based lookup for preloaded cassette audio instead of using StringPool, simpler and solves StringPool warnings when calling an answering machine
Added tugboat gibs, although gib behaviour is currently insane
Matched sonar blip colour to sonar sweep colour
Merge Tugboat -> save239. Had to stomp
84010 and
84019 temporarily - will restore them in a moment.
Wrote again to have single array to make job system happy
Input: large unsorted NativeArray of every meshes
Cull and sort them in the job system
Render each mesh from a large compute buffer of the output
Not rendering in exactly the right place but need to checkpoint
Replace BurstCloth components with BurstClothHitboxCollision so things handle parenting etc better
Update BurstClothHitboxCollision to work with entities other than players
Fixed previous udnerwater "fog" fix not applying for submarine windows
Fixed underwater view distance adjustments via WaterOverlay not doing anything
Fixed Tugboat caustics projecting into nothing, not being set up for its size.
Added colliders and updated the LODs for the oiljack
Water droplet material is underwater masked.
Added water masking to Glass/GlassTransparent shader
Replace all materials not just first
brick skin texture polish
Fix for submarine windows missing underwater effect
Fix some issues with skins when using placement models.
Skin an item once not a bunch of times.
Fixed NREs on concrete hatchet and pickaxe viewmodels
Fixed tugboat radar flickering
Merge from media_projects/2023_06
tweaked wood door to match other doors bounds vertically