12,891 Commits over 2,345 Days - 0.23cph!
Move the player check up to ScientistNP2 and disable the FSM as well
Don't run LimitedTurnNavAgent if there are no players within 150m
Check every 5s
Static planter boxes in the deep sea (farm barge) spawn their plants ripe and will respawn them every 2 minutes
Fix casino npc not hooked up to vending machine
S2P all floating cities
Adjust scale of deep sea ghost ship markers
Fixed warning spam on space LR
Merge from lr_canvas_rework
Hooked up low ammo and burst indicators
First pass on overhauling the space LR readout to work with regular renderers and not canvases as canvas world space rendering completely breaks down at world edges and in the deep sea
Baked out a texture for the LCD font, made a material and quad per digit
Wrap the bag parenting logic behind a convar that's on by default just in case (debug.bag_respawn_parenting) as it's a little risky
When respawning on a sleeping bag that is parented to a player boat, parent the player to the boat immediately on spawning instead of waiting for the parenting volume to pick it up
Hopefully fixes cases of getting stuck clipping when spawning close to a solid object while the boat is in motion
Sail canvas collider now ignores player movement, prevents players geting stuck
Switch the boat planner material to Rust Standard/Cloth, fixes wacky motion blur
Add a death screen icon for the new scientist
Merge from main (will need fixes)
Clamp the cannon pitch and yaw to zero on the client as the camera eye controller was still being run and rotating around even though we couldn't see it since the cannon takes over the camera
Fixes the player spinning around when dismounting the cannon
Fixed coconut world spawn with wrong label
FIxed wrong item id on coconut item
Disable the local player body if looking up in a cannon at an extreme angle, prevents the player body clipping into the camera
Fixed incorrect id's on two deep sea dwellings
Fixed trailing whitespace on deploy animation state causing a state could not be found warning when deploying the planner viewmodel
Can no longer use the spray can on modular boats
Added debug.showAllCullingVolumes, overrides the culling volume behaviour and forces everything to show regardless of camera position (although the underlying LOD components could still cull themselves based on distance settings)
Admin only
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AddIslandBounds now uses a TryAdd, unsure how duplicates are ending up here
Merge from main
HoldType.Construction override controller conflicted, used the version on this branch as it's more likely to be up to date with newer animations
building_planner.entity conflicted, used the version from main
PlayerAnimation.controller, 1module_cockpit_with_engine, player_model, PlayerModel.cs and PlayerModel.IK.cs all merged with no issues
Fixed mainland fog of war being cleared when deep sea closes
Null check in TerrainPath:FindClosest
Add PT Boats to deep sea vehicle whitelist
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Fixed incorrect layer on small ramp trigger allowing opening into construction
Don't allow ramp to be extended if there are static world objects in it's bounds
Show a blocked interaction prompt if the ramp cannot be extended
Hardcode debug.disable_distant_sleepers to false, just want to rule it out of contributing to animator issues
Reset _activeAnimatorController in OnDisable, fixes hold type not updating properly after a player model has been pooled
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