250,305 Commits over 3,959 Days - 2.63cph!
stopping watervisibilitygrid error spam
- still need to fix the core issue
Update Facepunch.ActionGraphs
Don't automatically call RemoveUnusedChildNodes
Have wolves spend a longer time eating larger meat stacks
subtracting
104763 - we are using the W component on shore vectors in the shaders, just not in code
Fix hitinfo being recycled while the wolf was holding a reference to it
When some food is unreachable, remove it from the grid and put the state on cooldown for performance
Don't try to eat food that's moving (eg still falling to the ground)
Merge: from main
Tests: none
Merge: from itemcontainer_pooling
Fixes the "Double init of inventory!" assert on killing NPCs.
Tests: spawned scientist NPC, killed them - no assert logged, corpse still clothed and loot present.
Merge: from main
Tests: none, no conflicts
Bugfix: Remove assert that forbade double-loading of ItemContainer-owning types
- Removed a separate dead assert
Entities can be synchronized over the network multiple time via doing a whole load, which invalidated my previous logic.
Tests: Spawned a bunch of NPCs and killed them - they didn't generate asserts.
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Leaderboard backup, run #
14020
Merge from world_update_2
Fixed not being able to spray decals on half walls, low walls, doorways and windows when using the shipping container skin
Possible fix to CH47 killing it's mounted scientists twice, leading to some exceptions
Also switched a string based invoke to a direct method call
Reapply PlayerLoot change
Merge from main (doing this on a branch as there were some tricky conflicts, will likely need manual fixes)
Merge from world_update_2
Rebuild divesite E after the directory changes in
104327 broke most of the models
Added junkpile mounds to bridge the gap between the geometry and terrain
Cherrypick #
103424, HCR material + prefab setups
Merge from world_update_2
Convert junkpile_base to meshlod
Add some junkpile_base meshes to divesite D and F to hide the gaps between the rock meshes and the terrain
Merge from world_update_2
Switch divesite D and F to JunkpileWaterSpawners for their crates, fixes crates getting orphaned when a dive site is retired or go through a save/load
Split the buoy section of divesites into a new child entity that bobs up and down on the server and uses SyncPosition
Solves mismatching colliders on the client causing flyhack and raycast issues
Only animates on the server if a player is within 128m
Added a slight rotation over time
Add face mode to trail renderer, same as line renderer
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Merge from fix_minicopter_altitude_sinking -> main
Fix minicopters / hot air balloons losing altitude when flying over canyons and small hills
- terrain below 25m won't affect max altitude calculations
- subtract 25m from max altitude calculations to keep it effectively the same max height
- applies to both helicopters & hot air balloons
fix ocean light color override not working on directional light when playing in editor
Jutting cliffs improvements / slightly increased density of jutting cliffs
All coastal cliffs now use radius for TerrainFilter / attempt to fix cliff interescting roads
Merge from world_update_2
Discard water fragments entirely if there's no chance the camera is inside the respective water volume (fixes depth issues in canyons)
PlaceCliffsUniform takes prefab priority into account
PlaceCliffsUniform prioritizes prefabs according to the number that have already been spawned (if their priority is the same)
PlaceCliffsUniform uses a multigrid approach to spawn (spawn at coarse resolution first, then going increasingly finer until target is reached)
Merge from fix_reserved_slot_kick -> main
Fix missing parenthesis causing reserved slot flag to be ignored
Merge from main -> fix_reserved_slot_kick
Fix pinned version # getting dropped when installing package
Prevent trying to install different versions of the same package
Add manual cloud asset updating
Update asset package refs when updating dependency, fix when broken (yuck)
Basic 'in project' filter for installed cloud assets, show as asset location
Check revision matches when we're checking for an installed package at a specific #
Don't redownload a package we've already got installed
3p entity updates, added anim event and effects