133,440 Commits over 4,293 Days - 1.30cph!
fixed SKS skinnable downloadable mesh filepaths
Underrwater breath bubble improvements. No longer fixed above your head no matter how you move.
Deep sea ocean color tweaks.
Fixed ocean fogging radically changing when approaching the ocean surface.
Various more deep sea ocean tweaks.
Reverted missing imposter fix on a couple of palm variants. Both tropical and desert. (It was intentional)
Undeleted their materials.
Merge from discord_sdk_1.8
Update manifest again
- RHIBDriver had import error locally?
Commit paintball gun code progress
Another burst compile error
fixed scrap XXL and XL, lightup XL guide meshes missing, tweaked collision surface types on all frames to be realistic
disabled off repair on frames
Fix NRE in Construction.DoPrepare() when allSockets is null
tweaked deploy on paintable reactive target and fixed offset paintable collision on ornate frame xxl
Start by updating the manifest
merge back buoyancy_improvements.
shared static buffer size changed - pulling this changeset requires an editor restart.
Add readonly container for ocean simulation data to make parallel use a bit more sane, it was previously just disabling all read/write restictions.
Fix native grid not having a non unique add method like the managed version.
Fix performance degradation over time in buoyancy batching from growing point arrays, this basically prevented buoyancy from sleeping.
Sub array all buffers to let them shrink back down.
resized a lot of frame textures, removed unused ones, added plugs to all scrap frames
Deleted floating props from Floating City 4, ran S2P
Requests for what missions are valid on the server are now run on a work queue
Tests: OcclusionGroupTests - TestNew_MoveOther (8)
Simulates other players going through observer's network range. Have a separate CL that makes this test pass, but not sure I like the final result - will try to rewrite it all through a different approach to be simpler.
Tests: ran unit tests, they fail without extra changes
frame Y values on shutter again
painting reactive target IO handles, updated manifest
lightup frame correct IO placements
mortar blockout + mortar ammunition
scrapframe shutter V values
More commands:
playerboat.kill_all_above_block_count - kills all boats above specified block count
playerboat.print_stats - prints the block count and other child count of all boats
Add menu option to toggle shutter of shutter frames (IO takes priority)
added params for default tiling and offset for shutters
correct Y offset values for shutter frames
lightup frame scripts integration
Add menu item to cache placement snap directions.
Realm remove transforms from blocks.
fix inventory of scrap frames
set goldframe large slots back to 1
Initial script integration for shutter frames, without proper UV offset values, remove debug log from baseentity
Clean: dead code removal
Tests: none, trivial change
Bugfix: OcclusionGroup - handle sleeper edge cases
- when player disconnects, clean itself up from non-local occlusion groups
- when sleeper moves, unsubscribe from occlusion groups go out of range or don't have a local player
Tests: unit tests, all pass (yay)
- New scientist setup for both boats
- Increased turret max attack distance 75 -> 125
- Cleanup
scrapmirror large mirror made hidden again (unused), tweaked shutter V value so its a bit higher so it doesnt obscure painting
RHIB Scientists now use LR300s - not MP5s
Seperate out rhib ai driver and pt boat ai driver into seperate prefabs so each can be loaded properly
This fixes the loaded version of boat ai having worse stats than the regular fresh spawned version
RHIB Scientists can attack players at a way higher range 30 -> 70
added alex's stretching fixes to ornate and lightup standing mirrors, fixed label text on ornate standing clipping
- Fix some issues with position generators and exclusive mission points
- Fix issues relating to player state missions data and resetting player state
Picture frames - fixed text box clipping with mesh on medium ornate frame
main -> boatai_balancing_changes