138,518 Commits over 4,324 Days - 1.33cph!
Debug log forward drag and drag table as building boat
Re-apply yesterdays shelved changes, separating drag calc functionality out so it can work without a boat (wip, but maintains current functionality still)
re-enable isDynamic on shipping containers onboard cargoshiptest and trawler_D ghost ship
re-factored shipping container prefabs, placed decals
Pull DragByAngle out of PlayerBoat into separate DragByAngle
Bump drag ddraw to 30 seconds
SplashableStaticGrid is now PartialMobileStaticGrid
Added a PartialMobileStaticGrid to GrowableHeatSource so heat sources on boats (or any moving entity) work with planters
Fixed PartialMobileStaticGrid not working on entities deployed on a boat being edited and then the boat was finished, now removes and readds itself to the grid in OnParentChanging (had to add a OnParentChanging override in a bunch of places)
merge from save282 - staging wipe
Merge from item_field_fix
Disable object motion vectors on model prefabs
Apply boat aim sway if the player is mounted to an entity on a boat
ADS aim sway is now applied while mounted, might be some unintended side effects of this (although it means things mechanics like clothing accuracy bonuses are now being applied correctly)
Change find source prefab code to ignore the model source asset when setting motion vector settings
Merge from baked_mesh_optim
Reprocess the island meshes, apply a 10 degree limited dissolve on the underwater portions of the island and apply a 0.5 degree dissolve the above water portions
Doubles the size of the mesh, but brings the collisions more in line with the visuals and it's still about 75% smaller than last months version of the meshes
Moved the original FBX exports of the islands to a SourceIslandMeshes folder in the root of the project in case we need to modify these setteings in the future
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restore pixel radius based alpha feathering to hide wire aliasing
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Make effects.BubbleTrail not turn start/end pos into mins/maxs
Added Lua mesh skinning support
* Added `mesh.BoneData( index, matrixId, weight )`
* Added second argument to `Global.Mesh` - boneWeights
* Added `IMesh:DrawSkinned( matrixTable )`
Minor cleanups
Fixed DrawSkinned affecting underwater rendering
* By applying the model matrix to the Draw() call
Some more than minor cleanups of probably unused stuff
Fill remaining matrices with identity ones for DrawSkinned
* In case some silly goober doesn't give it enough or gives none
Fix handling of userdata members from tables
Fix potential crash with malformed models
merged main -> main/rust_relay_server
Added Packet relay layer + convars, Editor tool for exporting entire prefab folders to GLB
merge from painting_line_tool
merge from painting_line_tool -> main
Remove kicked toast debug log
Fix crash with paddling pool unloading.
BoatBuildingBlocks can now always be rotated (in edit mode) - removed the timer to match new demolish behaviour.
Gated behind new convar BoatBuildingBlock.AlwaysRotatable (defaults to true)
cargo_crate_layering_fix -> main
Ensure cargo map marker is always placed below the crates.
Fixes times where the crates were hidden under cargo
Potential fix for scientists rendering while sleeping, then being shot without reacting, and dying only if the player gets close again
Forgot to save, material fixes
Added collision back to shop E. Small material changes.
added HUD element for line tool, new convar for configuring direction lock distance threshold
First pass of materials on rentable shop E (still WIP)
merge from naval_update/io_boats/privilege
Ensure crate_ammunition and crate_fuel block player item input the same as the rest of the labs crates
labs_crate_player_input -> main
Slight changes in GetPrivilege to support tugboats
Flame turrets deployable on boats
boat_hand_animation_fix -> main