13,336 Commits over 2,407 Days - 0.23cph!
Reapply tutorial island mesh, apply correct orientation
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)
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)
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
Merge from baked_mesh_optim
Apply proper bounds, fixes terrain rendering
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Revert to version of NMS scene from
140572 (with broken rock references)
Reapply no respawn zone
Fixes NMS not spawning
Reduced magnet force
Only apply magnet force on one boat at a time, the closest
Static boat stations won't pull in anchored boats
Prefix the frame count in all midi debug messages
Added midiconvar.bufferProtection, prevents more than one identical midi binding firing in a single frame
May help midi bindings/stream decks continue to work after the MIDI changes in Win11 25h2
Fix save corruption issue
Move all charms to the 20k range temporarily to limit conflicts
More fixes, nothings quite working yet
Tweak values, S2P tropical islands
Added a boat magnet to the static version of the boat building station that pulls in and aligns any player boats within 50m
Effect is more pronounced the closer you are to the centre of the station so you can pass by them without being affected but if you stop anywhere near the buoys you'll get pulled in
Fix NRE in deep sea manager if no ghost ships are available
Fixed water position of static station
Added a static boat building station to each tropical island
Fix static boat stations starting in open state
Merge from main (knife.combat.entity and sunken.knife.combat.entity use versions from main)
Apply the same changes to all 4 tropical islands, expecting similar savings
Simplify the tutorial island mesh collider in blender, most of the detail was under the ocean and in a grid pattern so not needed
293k tris -> 17k
8.53mb -> 496kb on disk
Should go from 29.3mb in memory to 500kb, will need to verify final savings in build
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Equip Weapon Tool now looks through children of selected object before rescanning from the transform root
Merge from sunken_and_combat_knife_orientation_fix
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Merge from increased_deepsea_render
Applied LODGroupDeepSeaConfig to RHIB and PT boat
Added a new LODGroupDeepSeaConfig component for stuff using LODGroups, modifies the culling screen height percentage if the renderer is in the deep sea
Applied to sails
LOD components that are dynamic and in the deep sea will now return a quarter of the actual distance in GetDistance, should make things render further out without having to make changes across all prefabs
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