128,883 Commits over 4,201 Days - 1.28cph!
Only show the finish editing option if we're looking at the station, not the netting.
Revert yaw clamp on cannons
Fix typo, add shortname to material information
Resize boat building station netting area to support max size boats of 10x5.
Reposition colliders, volumes, buoys.
merge from Halloween_25_Update/PH/storepage
Skin viewer halloween fixes and tweaks
iterations and re-import plank sounds
remove texture size warning for material rows, it seems we already downscale to the correct size ¯\_(ツ)_/¯
Skin viewer now supports skin with no item defintion (like underwears)
Added mummy wraps
Updating binoculars rig mat
Fix cannons letting you breathe under water
Fixing material names for syringe rig
Fixed skull trophies name text material in the skin viewer
Bugfix: ServerOcclusion - remove destroyed players from lastPlayerVisibility cache
We were leaking baseplayers and it was slowing down hash lookups
Tests: 2p session on craggy, 2nd player disconnected, killed their sleeper - lastPlayerVisibility was empty for the remaining player
cleanup
left note for possible change to how angles are populated if it proves a performance issue
Added halloween items to the skin viewer: pumpkins, skull trophies and skull spikes
Tweaked some other items
merge from directional_drag
added command to print DragByAngle table of a boat you're looking at (admin only)
merge from boatspawner_nudge_fix
Removed empty RealmedRemove component from hull_square
Possible fix for the nudge fix not working
reduced ray count slightly and only recaching BoatBuildingBlocks if the list is empty
M15 pistol - changed emissive materials to use UV1, optimized emissive texture size, fixed world model AO
better ray batching, as always it's bottlenecked by Verify
- added GamePhysics.SortDeferred which returns the sort JobHandle, useful in this case where we're scheduling multiple parallel batches
Fix monster mesh rendering issue
Anchor collision primitives setup.
Tweaks to volumes.
Modular boat - Fixed gaps in walls, fixed doorway block colliders not matching the art
mapped accumulated area to drag values, needs further balancing but adjusts between 0.8->1.5 rang currently
- using batched casts, still a bit slow
- substepping drag values between angles for continuous values
Updating medical syringe refresh rig fbx
Disable the large vehicle colliders around BBS netting
Adding viwmodel rig for binocular refresh
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S2P on FCs after farm changes
Added a few more chainlink fences around the farm
merge from Project_Hammer
Merge from texture_streaming_delay_fix
Scale foliage based on distance density falloff to reduce visible pop in
Merge from floating_cities
Cleaned up some LODGroups from various floating city bits
Added another NPC to the second farm entrance
NPC's now remember if you've paid, persists through server restarts
S2P floating city 1+2
Run the deep sea terrain config when in island scenes (See DeepSeaEditorScene component)
Only allow interaction when looking at the base of the bridge