137,642 Commits over 4,324 Days - 1.33cph!
Adding armoured ladder hatch animations and animator + moving armoured ladder hatch content into the main building folder
Don't redirect BoatBuildingBlock health info to parent boat if it's a wreck, show the individual block's.
Cleanup bits from last commit
Add 'profileNextMissionsValidStateWorkQueue' servervar to generate a performance capture containing the next run of the missions work queue if profling is enabled
Merge from hackweek test.
Add a DestructibleWreck flag, set it when doors and windows are destroyed. Small refactor.
merge from coconut_collider_fix
merge from tc_corpse_preventbuilding_fix
Fix tool cupboard softcore corpse missing a prevent building volume
glass material tweaks and meshes that go alongside, more basic vpaint progress
Adding rig for armoured ladder hatch
Enabled Read/Write on Coconut Collider to stop error spam
Removed the max cap on the shadow lights convar so it can be increased further for media
Testing changing terrainData heights with different apply methods, and using terrainData heightmap RenderTexture
Bypass AI animations again
Bypass modular car garage animation
Exposed a ShieldBoneArmRotationAdditive field on held entity HoldInfo, applies an additional rotation to the left clavicle while that weapon is held with a shield
Applied to m92 for demo purposes
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match
deepsea.enabled convar default to true (needs to be specified now that its a ReplicatedVar)
Fixed import on G note tuba play anim (needs at least 1 frame)
Merge from modular_boats_rw
Merge from hackweek_boxsorting
Merge from fix_grenade_split_world_skin
Merge from coconut_collider_fix
Merge from collectable_optim_pass
Remove server colliders on all plantable berries, corn, potato, wheat, orchid, rose and sunflower
Don't strip out animation clips that are being used for root motion on AI (we probably can strip these but it's easier to just include for now)
Remade water barrel collider with primitives, it had a non-convex mesh collider
Moved all the RegisterSplashable calls from ServerInit to OnDeployed and PostServerLoad so they're correctly flagged as mobile by the grid (parent wasn't set yet in ServerInit)
Remove collider on server from hemp.entity
Update GrowAll command to work via Query instead of Vis
Reduced minecart planter colliders count from 16 to 4
All IO water items deployable on boats
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Merge from fix_roof_debris
Fixed ceiling fluorescent light invisible cables and meleehack invalids
Merge from growable_menu_changes
Merge from fix_backpack_priority_attire
Merge from kapok_branch_col_optim
Fix missing return value on Matrix()
merge from naval_update/io_boats
Use GetRootParentEntity instead of the new GetRootParent method
- Optimise WorldPositionGenerator, this was the most expensive job in the new work queue and is now showing as at least 30x faster at in testing
- Optimise MissionPoint type position generator so it no longer always iterates through all mission points on the server
- Now check when we last revalidated each mission before adding it to a run of the work queue rather than just checking time between runs of the work queue itself
- Move work queue run cooldown to a servervar 'missionValidStateWorkQueueCooldown', and added 'missionPerValidStateCooldown' to configure cooldown between revalidating individual missions
- Add servervars 'resetmissions' and 'resetmissions_alll' to reset missions progress for a target player or all players on a server. Useful if saved missions progress is borked without having to reset entire player state
- Player now requests a mission valid states update when they join a server, so map markers will be ready for when they first open their map
Minor adjustment to branch collider
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