130,924 Commits over 4,232 Days - 1.29cph!
set up lr300 space entity with space gun rig
Bugfix: Ensure NavAgent properly initialzied when trying to spawn on a detached navmesh
Tests: spawned ghost ship, AI started patrolling and running around to shoot me when spotted
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
Parent entities before initializing them
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Gibs and LODs for Artist Canvas S
Balloon config UI improvements
player update car pose change + IK adjustment
Tweaked pivot positions on a bunch of casino elements to make it easier for them to LOD and cull
More agressive distances for LOD1 on all casino elements
don't let you push a PlayerBoat if you're parented to it
Make sure placement error is correct for the deep sea build fix
and added the texture too
added store icon for birthday candle hat
Fixed being able to build in the deep sea when looking at an entity
setup worldmodel prefab for lr300 space gun
Removed deep sea hackable crate map marker
Admin killing the PT Boat turrets will now also destroy the bpat itself
50cal_animations -> naval_update
Added a ConVar for toggling the texture dynamic memory budget adjustments
50cal_Animations -> naval_update
50cal_animation -> naval_update
Reduce the wave impact on the pt boat so easier to predict + less nausea
- Add a replicated var to turn on/off client authority so we dont get stuck in a build without the ability to change
- Codegen
Update all ship trigger parent shapes to match the ship
Projector in stables_b now permanently on
Merge from deploy_fixes_wip
FX tweak to better faciliate adjacent wall.
Try authority with higher yield state acceptance
50cal_animations -> naval_update
plugged gap in stairs_overhang_300x300_corner
double 50Cal mounting sounds and shooting volume changes
Bugfix: SpawnGroup now applies entitie's world<->navmesh transformations when picking a spawn point
Tests: Spawned ghostship - all NPCs spawned, but not moving (likely my other experimental code borks it)
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All sizes (S - XXL) of seamless artist canvas added and functional. No LODs, gibs, or icons yet
50cal_animations -> naval_update
closed gaps at floor level on watch towers
Up the updaterate since we are using serverside movement
Set both turrets to be serverside only. Won't be as smooth but its release-able
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filler in gap quality 0 Launch site
boat engine now uses more fuel per sec
fixed wooden_building_c LOD1 roof not double sided
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
Update: DynamicNavMesh allows to exclude specific navmesh source roots
- Ghostships register to be excluded, since they have their own baked navmesh
- [editor-only] Added logic to exclude all roots from the client scene
This CL also has some temp ghostship debug code (offsets navmesh to validate it)
Tests: in water world spawned a GhostShip and enabled AI - only backed navmesh popped into existence. AI didn't spawn - need to investigate next