127,754 Commits over 4,201 Days - 1.27cph!
If driver is killed - totally remove AI
Make RHIB scientists much weaker than regular scientists
Prevent overcorrection when approaching targets
Put debug drawing behind a variable
Move constants to BoatAI.Data
Prevent Reserializing fields when changing symbols
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Changed feedback for item refridgeration
- smaller snowflake icon
- blue-tinted Condition bar
merge from store_atlases/v2
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Merge from replace_parallel
Merge from httpimage_cache
Revert minimum mipmap level to 7
Adding split up cannon mesh fbx to cannon branch
updates to various weapon entity positions
merge from fix_stability_cascading_updates -> main
Add optional logging incase it still occurs and we want to follow the logs to see what the source of the infinite stability updates is since it doesn't seem to repo when pasting the offending builds in the editor via copy paste
- convar `log_stability_updates (default disabled)
Add new SIMD terrain culling implementation (WIP) providing ~3x speedup (up to 30x in certain cases)
Only allow StartMotion() when IsDynamic is set
Fix up dismount points on cannons and cannonball LODs
change "GiveItem failed!" item pickup error to "Cannot take item: Inventory full!"
Try to fix infinite stability updates happening rarely on servers by not sending a stability update if the distance to the ground has changed but the stability is the same
Update: can now use PathProxyFor attribute to automatically show an asset picker for a string property
- converted StoreTakeoverDrawer to use it
Tests: enabled the path drawing paths and made sure it renders and interacts correctly
merge from clamp_mipmap_reduction -> main
Decreased minimum mipmap from 3 -> 4 (250MB -> 60MB reserved for lowest level mipmaps)
swapped the surface for the painted one
WIP game tip setup for bicycle sprinting, bell and bunnyhopping
boat building station lods
casino sign mesh and textures
supplies sign textures
fluorescent light e for casino
bargesurface medical added (painted verison)
grenade animation updates - throw anims
setup 3p player update minicrossbow animations
rotated cannon and removed lod setup on the prefab for now.
Removing split cannon fbx(subbed to wrong branch)
cleaned up some dead code in playerboat controls
Apply blurring over the whole context space to try and prevent oscillations between very similar states
Use scoring for picking context directions rather than lowest danger weighting
Convert stairs to BoatBuildingBlock to fix them not parenting to the boat
merge from bed_skinviewer
merge queryvisoptimization_bugs to main
Fix threading issues with removing transforms from query vis, clean up null transform access array entries for pending removals.