5,870 Commits over 762 Days - 0.32cph!
Fixed BBQ gibs not being skinned
merge from naval_update/io_boats
merge from workshop_unload_fix
Updated perf text to show the skins waiting to unload count
We now wait 120s before unloading a workshop skins with 0 references
Fixes the missing material on gibs of skinned deployables, it was frequent with unpooled prefabs like vending machines
Tweaked some prefabs ground watch, fixing issues on boats
merge from hackweek_more_tests
Fixed DeployVolumeEntityBounds showing editable bounds gizmos, its set to entity's bounds at preprocess
Fixed 51 prefabs clipping with the vehicle_large layer, mostly IO stuff again
Fixed 52 prefabs clipping with the vehicle_large layer, mostly IO stuff 2/2
Fixed 52 prefabs clipping with the vehicle_large layer, mostly IO stuff 1/2
Increased BoatBuildingStation::GetStationOverlappingPosition grid query radius from 2 to 20,
It must be large enough so the grid can always find the station regardless of where inside the build area we query from
Fixes IO entities on land connectable to edit mode boat sometimes
merge from wallpaper_playerboats
Fixed pooling issue with wallpapers, make sure to reset the skin before applying
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merge from dobuild_optims
Updated the privilege helpers in Safety/Check to use PrivilegeCacheDefaultValue() instead of hardcoded defaults
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merge from dobuild_optims
Reordered a check in server Planner::DoBuild to save a CanBuild check if the construction can bypass building permission
Fixed another missing Profiler.EndSample in AntiHack::IsInsideMesh
Removed the prefab lookup in SleepingBag::CanBuildBed
We now only call SleepingBag::CanBuildBed in DoBuild if the construction is a sleeping bag (we have a isSleepingBag field cached during PreProcess)
Re-ordered the checks in server Planner::DoBuild, so we can return early and avoid the expensive CanBuild
Fixed missing Profiler.EndSample in AntiHack::IsInsideMesh
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Fixed string lights slack not hanging using world pos
merge from naval_update/io_boats
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merge from naval_update/io_boats
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Fixed string lights Used flag not being reset correctly if the player stopped wiring at >5m from the box
It was blocking the "Wire" interaction, allowing you to edit the lights later
Fixed string lights mixing up local and world, its all local now
Disabled mip maps on string lights wire textures, streaming doesn't work with line renderers
merge from wallpaper_playerboats
Fixed wallpaper occasional deployable mismatch by overriding the entity for FindAppropriateHandle
Bumped the ray radius so the picked entity doesn’t oscillate too much
Added poolable to all wallpaper prefabs (no clue why I didnt add this initially?)
Hull square and hull triangle socket name update
Fixed wallpaper placed on finished boat not toggling its batching component
Allow wallpaper deployment on finished boats
Simplified WallpaperPlanner construction switching logic
Updated wallpaper commands to work with player boats
More checks in WallpaperPlanner that needed Vehicle_Large
Updated wallpaper inside sockets to include vehicle_large