13,328 Commits over 2,407 Days - 0.23cph!
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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Merge from main
Auto conflict resolution on mannequin_deployed, xylophone.deployed, parachute.item
Merge from fix_guid_null_primitive
Merge from fix_paste_mountable
Merge from heli_fixcars_changes_2
Include any SkeletonProperties referenced models as well
Scan the project for animations we need on the server every build
Cache the hand IK pos/rot in Update and then apply them in UpdatePlayerModel, more accurate
Ballista right hand IK now reflects rotation
Updated right hand IK target on static and mobile ballista