131,724 Commits over 4,262 Days - 1.29cph!
fix balloon error log in main menu
PT Boat and RHIB loot pass 2
Fixed pt boat/rhib sometimes spawning without things in their crate
- Default pos when entering deep sea is the exit portal center, instead of the center of the deep sea
- Cleanup to avoid confusion
- Added portal state in deepsea.printstate
invalidating cached BaseEntity for TriggerParent OnTransformParentChanged - fixes boats not parenting you again after editing them
merge from deepsea_portal_weather_fixes
Fixed unwanted candle streaks when looking down on the birthday cake viewmodel.
fix vclouds not transitioning in portal with forced weather
fix portal storm clouds not using proper lighting intensity (were too bright)
Stolen scientist boats from the oilrig event will no longer be killed later (when oilrig resets)
setup world model boat/building plans entitys with rig and anims
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Show toast for only being able to place cannons on player boats, Fix reload animation error spam on cannons from invalid playables.
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Cherry pick fix for low fps cannon reloads on other players
Only allow regular 5.56 ammo to be used to reload the boat 50 cals
Extra MoutedWeapon profiling
Enabling DisableInstancingOnParticleSystems for the AssetSceneRuntime PreProcessPrefabOptions
Added log to help debugging the deepsea portal teleport position issue
Added new variations to the 50cal reload
Add 5s time cap to client requesting update to mission states
Merge from client_request_mission_states
added space lr-300 store specific icon
merge from space_station_weapon_skin
Disabled GPU instancing on RHIB materials to fix incorrect occlusion and normal maps
merge from space_station_weapon_skin
tidy up of SSS profiles. Shared profiles across 12th birthday cake and candle hat, removed mummy mask, frankenstein mask, latex balloon, old birthday cakes, ruistige egg G. We're now at 13
Merge from space_station_weapon_skin
Fix warning spam on viewmodel
Male mummy wraps full body reposed
Prevent createdeepsea from running if deepsea.enabled is false
merge from fixedupdate_cleanup
BoatAI now checks for obstacles 5x less than what it used to (reduce avoidance_update_interval). Results are still decent enough to use and will greatly reduce the amount of time we are spending on repeated obstacle searches.
TriggerForce also uses a cancellable InvokeFixedTime based on empty state
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
split JunkPileWater FixedUpdate into timed InvokeRandomized to replace nextPlayerCheck timer and UpdateMovementFixedTick on InvokeRepeatingFixedTime only when a player is nearby
Add null checks to various places in PlayerBoatSounds.
Disable nav mesh obstacle carving on LootContainers spawned in the deep sea (can be controlled with debug.disableLootNavObstaclesInDeepSea convar)
Strip all NavMeshObstacles on floating cities
Fixed deep sea not killing network limited entities when closing, leaking them after every deep sea wipe (metal detector sources)
merge from deepsea_leak_fix
removed FixedUpdate from TriggerPlayerForce in favour of cancellable FixedTime reapting invokes based on trigger contents
- we have a lot more of these with boats now
naval_update -> mountedturrets_fixes (broken everything)
Merge: from triggerparentdelayedexit_optim
- Optim: sped up noclip check via OOB broadphase + reduced tick count + added BaseEntity caching
Tests: hopped around the boat
Merge: from opt_triggerparent_timeslice
- Optim: reduced component accesses and added support for triggerparent.ontick timeslicing
Tests: jumped around the boat
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naval_update -> mountedturret_fixes
merge from deepsea_disabled_fix