129,335 Commits over 4,201 Days - 1.28cph!
Merge: from spectating_disconnect_nre_fix
- Bugfix for server NRE when spectating player disconnects
Tests: 2p on Craggy, disconnected while spectating - no more NRE
Bugfix: stop spectating when disconnecting
This cleans up cached spectators on spectated player's end, which avoids server NREs and leaks
Tests: 2p on craggy, started spectating then disconnected - no NRE
Merge from refactor_boatchecks
Merge from render_pipeline_testing
Fixed shadow bias issues within the Rust Render Pipeline
Merge: from main
- brings bugfix for player not seeing items on cargo ship(and other global networked entities)
- new analytics mode (switched off)
Tests: editor compiles, spawned cargoship on craggy and threw a rock on it - it replicated
Refactor not playerboat checks
merge from deep_sea/hackable_crate
moving some cargoship/tugboat special behaviour cases in deployabled and HitInfo to be driven by an interface tag rather than direct type check
- deployables parent directly to the vehicle instead of sub-entities
- special handling in some HitInfo data generation
Adjusted LODs of mannequins to reduce early culling, and also adjusted clothing LODs to transition at same time as base mannequin
Merge: from basepalyer_netgroup_interit_fix
- Fixes cargoships(and other global entities) putting players into global network group which stops replication with "outside" world
Tests: 2p session on Craggy, spawned a cargo ship and threw items, killed other player, tried spectating
Bugfix: stop player from inheriting parent's network group
Unintentional change as part of baseplayer_vis_nre merge. This caused player to inherit global network group on cargoship, which stops replicating anything outside of it.
Tests: 2p session on Craggy, spawned a cargo ship and threw items, killed other player, tried spectating
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Fixing skinning for 50 cal rig
merge from naval_update/island_scenes
Tropical1 island node pass
Adding gibs mesh for the steering wheel and small engine
Further restrict the amount of tutorial islands so they don't go too close to the deep sea bounds
Down to 4 on a 2.5k map, 6 on a 4k map
Boilerplate for sawpping the foliage system out to a deep sea specific version
Not currently working
Re initialise TerrainPhysics and update ColliderEx.GetMaterialAt to work with fake terrains
Merge from floating_cities
Added a new type of door that can be opened by dialogue but can also be opened by players when on the other side of door
Solves players getting trapped for eternity in the floating city farm
Merge from parent (directory conflict for small_boat_crane, discarded the delete as it seems like this mesh is used on floating_city_3)
Fix a WaterVisibilty NRE when player dies
Better behaviour for focusing the map on the player when switching between deep sea/mainland
Fade in deep sea button, hide if deep sea is disabled
Add icon to switch between deep sea and regular maps on the death screen
PlayerBoat HasValidDismountPosition and GetDismountPosition now check for steering wheel positions, because player boats are dynamic and can have no pre-determined dismount points.
pt_boat_2 -> naval_update
naval_update -> pt_boat_2
PTBoat Scientists can use the rear turret properly
Invert forward support
Compile fixes
Setup rear turret as inverted forward
Disabled shadow casting on casino ropes
Improvised walkway set optimization. Reduced materials across several objects that used multiple material. On average each of those has been reduced by 1 material per object.
Move the player behind the turret as the turret moves (rear one)
Create an appropriate mapped postion behind the rear turret to move the player to
Always match player position and rotation to be relative to the turret
Remove is visible check (wasnt needed)
Fix unclamped client predicted pitch/yaw
Player leg animator support for Vehicle Detailed
Remove un-needed align local player turret rotation convar
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