132,343 Commits over 4,232 Days - 1.30cph!
Fixed CLIENT only serialized field in UI_Store
Fixed blank picture frame in casino not culling at all
Fixed parasol on casino deck not culling at all
Add screenshake to the front and rear turret so they don't feel lifeless
Fixed SERVER only serialized field in BaseCombatEntity
merge from main/naval_update
merge from naval_update/deep_sea
Merge from parent
Had conflicts on all city scenes and casino barge prefab, seemed to resolve automatically
Restored the rotate to zero before reloading
Removed mission position generator validation method, now just uses the position generation method (both methods were doing very similar things) and stores these generated points for if we eventually accept this mission.
Check if objectives are valid before proceeding. Objectives can now use those generated points to check if a mission is valid before the mission has started.
Also include player parented to ladders in GetPlayersOnBoat
Reapply on the right prefab this time
Suntract
137986, applied changes to wrong asset
Move the gibbable component on the anchor to the art root as it has the 180 degree rotation
Fix workshop skins not loading when Indirect Instancing is enabled
Fixed GetEntityToTeleport not finding the parent vehicle when standing on ramp or planks (happened when running the enter and leave commands)
Fixed mount animation playing when swapping weapons while mounted
Manually copied over the texture changes from rhib_fixes and fixed the baked in map material on the rhib
Fixed player standing on boat ramps and planks ending in limbo when crossing the deep sea portal
The boat was teleported but not the player
Added GetPlayersOnBoat in BaseBoat
Fix mounted weapon show/hide NRE
Fix CullingVolume LodGroup warning
Set AI turret max shoot distance from 200 -> 75 meters
Bring back turret aim lerping
Match LOD settings on new scientist outfit
Implementing a few suggestions from Graham:
- Move reconcilliation to Update loop
- Transform pivot angle relative to transform space rather than world space
- Make all of my reoncilliation/update use sensible values
- Variable everything
merge from ah_trajectory_mismatch_fix
Don't run the steering wheel angle calculation if a player isn't mounted to a steering wheel
FIxed the sail deploy guide test not taking into account the players custom rotation
GPU crash fix, NaN check in cloud raymarch
And include the player animation controller, that's kinda important
floor & floor.triangle snap directions
Adjusted frame range of steering anim, had 10 frames of no animation at end
Add validation between lighting the fuse and firing the cannon.
merge from islands to naval
Re-enable dynamic occlusion pausing by default again
merge from main -> fix_dynamic_occlusion_pausing
Rework target snapping so it can support triangles - a block can now provide snap directions.
Added IPlacementDirectionProvider.
merge from icon_renderer_path -> main
Allow path to be overwritten for PropRenderer
- allows it to skip the "update the item's icon"
Fixed Player:DropObject not working for Physics Gun without the arg
Particle Editor search and Copy Name button
Reset particle preview when it was hidden and became visible
* "Fixes" some particle previews just becoming blank after a while of not being simulated.
Minor cleanups
func_conveyor affects physics props
Let's not insta kill a GhostShip when a playerboat drives into it (it's a big JunkPileWater)
added space station building skin back in to skins asset