134,294 Commits over 4,293 Days - 1.30cph!
Increase bounds of sleeping volume, to help prevent sniping sleeping AI, will investigate better solution post naval
Hide scientists healthbar
Make BBS hold to deploy and fix warning not appearing during placement if you already have a BBS somewhere.
Paintball overalls colour lookup tweaks
work in progress on block prefabs backup
Merge from fix_npc_flanking
Per-player max boat building station limit wip
Hook up new flanking algorithm to fsm
Paintball Gun - missing viewmodel adjustments
Paintball Gun - swapped hopper shader and material adjustments to avoid exploits
Regraded everything for the changes.
End result is less crushed darks.
Updating snowmobile driving anims
Added wearable tag to overalls prefab
Icon update
merge from bot_sleeptarget_collider_fix
Merge from decal_layers_fake_transmission
Brightened overalls so their multiplied colour better matches the paintball colour
Other minor texture fixes
Added simple CPU and GPU timing tests for the shadow presets along with a simple editor window for configuring settings
lightbulb_emissive mat to opaque
Merge from naval_missions
Reduce default mission valid states work queue budget from 0.3ms to 0.1ms
Deleting duplicate hopper mesh for paintball gun
Manually call OnParentChangingClient on client entities that have no new parent. This callback was never being called in this situation, for any entities.
Remove the hardcoded immediate send for balloons on boat parenting changes as this also fixes that issue.
Merge from missionreward_stack_fix
- Remove option to check inventory space for rewards before completing missions, this is now run on very every mission
- Add some guards to while loop when dispensing rewards to prevent potential infinite loops if something goes wrong
- Getting the total required reward item slots for a mission also correctly checks item slots required for bonus rewards
More monument blocker blockout progress
force sleeping bots to refresh collider size when being removed from the BotColliderWorkQueue, catches edge case for using sleeptarget on spawned bot players
Added a method of faking better transmission for decal layers on the standard shader by manipulating the dot product of the light direction and normal
RW on blocks, work in progress on block prefabs backup
crypt building skin blocks models and gibs
updated textures, materials
Fix pool leak in DamageUtils
Don't save child storage containers of a workcart if the workcart itself isn't going to save
Disable deep sea in Bill B test map and move it to the Dev submenu
Respect item stacksize when giving out mission rewards
Adjust required slots calculation, enable checkSpaceForRewards for the naval missions
Restrict vehicle checks to PlayerHelicopter and BaseBoat just in case
Change vertex density slider to int
Switch to linear sampling where density is increased
Updated deep sea teleport checks to check for all vehicles, not just helicopters (still checks list of vehicles on deep sea manager)
Should fix submarine smuggling
blockPlacementOnChildEntities toggle on Socket_Specific entities now runs the player boat check from SocketMod_BoatBuildingBlock
This should ensure any entities that are blocked on the tugboat should be blocked on player boats
pt_boat_turret_improvements_3 -> main
Make front turret 4x less accurate (by AI) than the rear
Properly cancel reload animation if you get off a turret