139,894 Commits over 4,383 Days - 1.33cph!
NPC's now use the server gesture start method rather than sending player signals, fixes them not hiding their currently held entities when starting gestures
Added faster dictionary lookups to GestureCollection
Fixed Lumberjack Hoodie not working in Industrial Conveyor
Switch mortar firing button from reload to primary fire.
Update: instead of iterating all netgroups, add Provider.ForEach(layer, callback) method
- get rid of Visibility.Manager.Groups accessor
This removes public access to groups dictionary, so almost there to remove it
Tests: booted to craggy, opened deep sea and ran deepsea.printentitycount
merge from split_dump_command
Mortar animator update and anim exports
Fixed nuke EffectRecycle prefab errors.
Updated joint hierarchy for mortar
Update: Visibility.Provider now can create network groups in a thread-safe fashion
- organized hardcoded groups into their own collection
- Network.Visibility.Manager now defers to provider's GetGroup and TryGetGroup
Not sure if I want to support NetworkVisibilityGrid on CLIENT or not, but will try to clean it up in a bit
Tests: Booted and ran around on craggy. compiled for all modes separately
Remove entity mod from mortar shells
Delete old placeholder mortar entities
Mortar IK ref points updated and anims exported
exported edited salvaged hammer refresh vm anims
Updating mortar rig with hand IK targets
String material texture offset gets updated according to the current rotation of the wheel bone
apartment complex exterior baked LODs
workbench upgrades models and textures (salvage, recycle and comfort)
Can't open upgrade inventory if building blocked
merge from bandit_sentry_culling_fix
merge from armored _ladder_hatch_material_fix
Add ApplyVertexColorStrength and ApplyVertexAlphaStrength to material property block for hair dye
merge from floating_city_oilrig_leg_fix
merge from ferry_terminal_nets
Added support for per workbench-level upgrade visuals.
Assigned reinforced visuals for all workbench levels.
Hook new navmesh to ghostships and tropical islands
Fixed hair caps not working on some player seeds
Disabled shadows on midlength hair
Rentable Shop D - LODs, collision, shutter LODs, shutter polish, replaced models with prefabs in main prefab
Fix client server compile errors
Don't reset new speed consistency test params between runs
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Merge from workbench_upgrades
Fixed visual spawning method breaking initial LOD functionality.
Updating skinning for mannequin
Fix missing visual prefab link on reinforced item
Subtract mesh changes to prevent conflicts
Fix reinforced placement links
Break prefab connections on all upgrade visual placement guides for Workbench 1,2,3.
Remove the components added by source prefabs.
Renamed to show they're placement locations.
exported edited salvaged hammer refresh vm anims
Electric Furnace - updated game and workshop models to remove small overlapping parts
Remove a rogue closing parenthesis in copypaste reply
merge from egghunt_top_rewards_fix