127,556 Commits over 4,201 Days - 1.27cph!
Auth placement/building fix
Fixed zfighting planks in supplies barge. Fixed floating cloth and some prop alignment in FC2 and ran S2P. Added wheel to small refinery; both deployed and static version
Fixed floating island map marker text not marked as non static
merge from ui_overhead_optims
Fixed a bunch of scaled texts not marked as non static
- main menu workshop dropdown items
- vendor listings
- shockbyte modal
Revert cargo global network group to Default (from MainIsland)
Add AlignLocalPlayerTurretRotation to force the local players player model to conform to the same rotation lock as replicated players/ai
Add Hand IK targets (disable when reloading)
Fix front turret flapping around
Fix front turret being able to clip into the floor of the boat
Move player slightly further away from rear turret
primitive large lootbag halloween loot update
Disable MarkAttackerHostile on 20 static entitites found in floating cities
Fix hips staying locked when moving the turrets up and down
naval_update -> pt_boat_2
paintball_hopper uv tests
Paintball Gun - Blockout mesh and materials
Added a null check for shared materials when preloading textures for hotbar items to prevent NREs when a mesh renderer has a null material
Added generic terrain to FC4
Added baked shore vectors
Move the boat vendor on the pier
Setup an HLOD for the scene
Improved shore vectors on FC1,2,3
Removed access to casino top floor from barge in FC2
Updated HLODs on FC2,3
Add compass marker for leaving the deep sea
Fixed beach chair on tropical island 1 pickupable
Add images for the other tropical islands
Merge from floating_cities
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
Fixed negative box collider size on casino barge culling volumes
Added new floating city map marker
S2P FC 1,2,3
Mark LightOccludee as IClientComponent, removes ~1400 unused transforms on the server when loading a floating city
Add new ClientStubComponent - an empty client only component that will stop a hierarchy being stripped but will still allow stripping to occur on the server
Fix mannequins not rendering when spawned on floating city entity (apply ClientStubComponent to entire bone hierarchy)
S2P FC 1,2,3
Added support for CullingVolume to disable LODGroups (optional, see IncludeLodGroup on component)
Enabled on Supplies barge so that skinned meshes are disabled
Fixed S2P flattening applying to children of CullingVolume, this was stopping CullingVolumes working entirely as they rely on the hierarchy
Remove Poolable component on supplies barge clothing
S2P FC 1
Merge from project_hammer
- Fix random low res mip levels by using NativeParallelMultiHashMap instead of FixedList to avoid running out of space.
- Fix dropping off-screen instances to low res mip levels by considering all instances for mip level calculations instead of just culling surviors. The old off-screen behavior can be examined by setting `indirect_instancing.streaming_use_all_instances 0`.
- Mitigate dropping Unity renderers to low res mip levels when Unity's and Indirect Instancing streaming systems disagree by calling ClearRequestedMipmapLevel() when we have determined mip 7.
scientist_boat_ai -> naval_update
Dont kill rest of the scientists when the driver dies (not intentional)
scientist_boat_ai -> naval_update
Only allow killing scientists to happen once
Call die on scientists so the loot bags spawn