12,834 Commits over 2,315 Days - 0.23cph!
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
Adjusted frame range of steering anim, had 10 frames of no animation at end
Fix NRE's in demo mode causing weather to get stuck in stormy
Fixed icons overlapping when using a custom sorter with < 5 items
Merge from hackweek_boxsorting
Fixed missing power input arrow on storage adaptor
Fix food in a backpack dropped in the snow spoiling
Layer change on small ramp to work with projectiles
EntityParentSettings now runs when spawning an object via convar command
Added a new toggle to trigger PostMapEntitySpawn on child objects, enabled on all of the floating cities
Add Model components to Plank, Cannon, Steering Wheel, Anchor, Small Engine, Sail
Fixed NRE when spawning VM's in deep sea after an hour of server uptime
Disable dynamic pricing on deep sea vm's (they're not around long enough for prices to shift anyway)