13,371 Commits over 2,435 Days - 0.23cph!
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Modified MidiJack plugin to only ever open one MIDI device at a time, possibly works around new win 11 midi driver issues
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Use Vector3.Distance instead of BaseEntity.Distance as distance is a closer match to the previous behaviour for crossbreeding
Another artifical temperature safety check
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Merge from collectable_optim_pass
Fixed clear dying option not working when tapping E on a dead plant
Had to add AllowOnUseToFindFirstAvailable toggle as by default tapping E can only ever use the option with the lowest order, even if we're showing a different option on the crosshair
Proabbly makes sense for this to be the default behaviour but to limit scope for bugs just enable this on plants
Add growableentity.killall convar
Possible genetic growable crossbreeding fix
Fixed deep sea signal computer server colliders not being stripped on the client
Adjusted the server colliders so that standing on the little bits on top shouldn't cause flyhack kicks
env.nightlight_brightness defaults to 0.005 (was 0.022)
Adjusting due to new darkness levels
Safety checks for PartialMobileStaticGrid
Merge from island_cliff_water_fix
Added some water volumes to the cliff areas on tropical island 1+2 to fix thse little pockets of no water
No idea what the actual cause is, it doesn't seem to be affected by the ocean topology
S2P both islands
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Added a searchlight debug mode to try and figure out the volumetric animation
Merge from main
Auto resolved conflicts on cannon.deployed, steeringwheel.deployed, SmallBoatPassenger
Fix PartialMobileStaticGrid NRE on startup
Disable volumetric light manipulation on SearchLight to try and diagnose missing volumetrics in build
Merge from signalcomputercollider
Merge from mobile_grid_fixes
Force the player model to play the deploy animation when switching between entities that use planners
Updated held positions for all guitars + bass
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
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