131,007 Commits over 4,232 Days - 1.29cph!
Fixed boat splash fx not turning back on when a camera re-enters range
Added a SnapPositionTo client RPC, will set the client entity to a given position and snap the positionLerp to the end preventing it from extrapolating
Applied when moving entities in and out of the deep sea
Fixed DeepSeamanager.FindIslandPortalExitPosition failing in craggy because it has no SpawnHandler
Fix tropical1 terrain size (fixes foliage assert), and hopefully stop issue from happening again when adjusting prefabs
Added a new unscaled time invoke handler, uses standard invoke API and is accessible on all FacepunchBehaviours (InvokeRepeatingUnscaledTime, CancelInvokeUnscaledTime, etc)
CoverageQueryFlare uses realtime invoke handler so that it can work as expected in a paused demo
CoverageQueries now updates in unscaled time
Fixes spotlights not hiding/showing based on occlusion in paused demos
Redo confetticannon.deployed renderer simplification
Merge from main
Stomped launch site and confetticannon.deployed changes from main, will need to redo
Merge from mute_dialog_warning_fix
Merge from heli_fixcars_changes_2
Merge from cargoship_updatemovement_nre_fix
Merge from deleteentitiesbyshortname_fix
create floating city calm/breeze/windy ambience defs (just using beach ambience sound defs right now)
assign base defs to some of the floating city ambience zones
ensure SoundPlayerTrigger turns off playImmediately on any SoundPlayer it is managing
fix NREs when attempting to use AmbienceEmitters with only stings and no base loop
Fix MountedWeaponSeat client compile error
Small ramp will stop if it detects a blockage on the construction layer
Use no displacement version of ground plants for floating city pot plants
Add a vehicle world collider to the plank
Fixed some floating city colliders with negative scale, S2P all of them
Added new map icons for ghost ships and floating cities
Added a deep sea mode to the map shader, shows terrain as greyscale
Removed deep sea island icon entirely, they look a lot better in greyscale
- Re-setup, will need wes to fix the rest
naval_update -> Cannon_Animation
Add reset trigger support
pt_boat_polish_pass_2 -> naval_update
- Dont dismount straight into the water
- Add water mask to the bottom of the front turret
merge from naval_update/deep_sea
merge from deepsea_generation_tweaks
rename TriggerExternalEmitter to SoundPlayerTrigger and make it inherit from TriggerBase
- Setup new attack effect on front + rear turret
- Added and wired up lights to pt boat (ai wil auto do this)
- Added and wired up lights to turret
S2P + HLOD all floating cities
Merge from floating_cities (stomped prefabs, will need to S2P)
Airfield puzzle reset now ignores above ground players via the prefab (S2P)
Removed the mid wipe hack we did for last month
Remove boat door from tutorial
Tweaked deep sea generation, entities are more clustered
Merge from extended_decay
Reset decay when converting to editable
▇▇▄▄▇▄ ▌▇▌▊█▅▋ █▌█▇▉ ▅▌▉▌▌ ▅▄▄▉ ▌▇▌ ▄▊█▍▆▉▄ ▄▋▉▇▍▄ ▌▇▊▆▇
WIP on standardized object health display conditions
Add BoatBuildingBlockDecay.DecayDelayMinutes.
Delay boat building block decay by 30 minutes.
Add BoatBuildingBlockDecay derrived class of BuildingBlockDecay.
Add BoatBuildingBlockDecayDurationMultiplier convar.
Boat building block decay duration doubles the standard decay by default.
Replaced BuildingBlockDecay with BoatBuildingBlockDecay on all player boat building block prefabs.
naval_update -> pt_boat_polish_pass_2
Added "hull" to name check for isFoundation in BuildingBlockDecay
Fixed mounting issues on sofa in the casino
Finishing building via steering wheel now correctly runs the same clientside validations and toasts as finishing via the BBS