12,852 Commits over 2,315 Days - 0.23cph!
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
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
Fix MountedWeaponSeat client compile error
Small ramp will stop if it detects a blockage on the construction layer
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
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
Convert confetti cannon to meshlod
Switch pfx_confetti material to Particles/Standard Surface as the rust standard material is no longer compatible with particles
Merge from boat_building/effects
Adjust angle for better triangle fit
Start/stop the particles instead of enabling/disabling
Cache blockages in all directions, saves a bunch of time for fx management
Remove wake from parent boat
Add wake to child blocks
Only enable if above a certain velocity and there is a clear space in the opposite direction of the boats velocity
Add some time and distance gating, only update splash fx every 0.25s and if within 50m of the player
Add splash fx to triangle hull pieces
Add splash fx to all 4 edges of the square boat hull
Iterate over each block and disable the splash if it's occluded by another block or in the opposite direction of travel
Mark steering anim as non-looping, fixes it flipping over when at 1
Enabled optimize game objects on small engine, strips out all of it's bones at runtime
Add new dwellings to manifest
Add MeshTerrainRootRuntimeObject, needs to be added to objects that are spawned on a deep sea island that need terrain blending
Added some textures to the TerrainBlendTest, our terrain blends seem to need something to render
Deep sea islands now set the TerrainBlendSearchRoot to the island root in ClientInit
Hooked up lights and exhaust effect
Possibly fixed NRE's when another player is placing a sail in range
Possibly fixed scaling of island map markers in deep sea
Fixed markers not working properly after a server restart
Don't parent locked crate map markers to ghost ships, fixes them appearing at 0,0,0 when the local player isn't in the deep sea
Fixed blank picture frame in casino not culling at all
Fixed parasol on casino deck not culling at all
Merge from parent
Had conflicts on all city scenes and casino barge prefab, seemed to resolve automatically
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
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
Fix CullingVolume LodGroup warning
Match LOD settings on new scientist outfit
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
And include the player animation controller, that's kinda important