129,500 Commits over 4,201 Days - 1.28cph!
Baseline from hackweek prototype
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merge from optimize_reduce_dynamic_occlusion -> main
Remove the IsEntityDynamic() override in CookingWorkbenchBBQ because that is not the normal BBQ :(
- don't worry about normal bbq anyways, it was already static and seemed to work fine with occlusion
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Paintball Gun - updated blockout mesh after animation feedback
Null check playable graph when setting animator controller
merge from playable_fixes
Add HideZeroWeightEdges toggle to playable graph tooling to make it easier to inspect bloated 100+ node graphs.
scientist_boat_fixes_3 -> naval_update
Drop rhib group spawn count from 12 to 7:
15 less scientist rhibs will spawn as a result.
scientist_boat_fixes_3 -> naval_update
Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions:
- Standard
- ^ + when aiming
- ^ + when reloading
- Always
merge from buoyancy_deepunderwater_fix
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
Fix playable graph IK issues
scientist_boat_fixes_3 -> naval_update
Retain group id between saves
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
added physic impact sounds for the PT boat
scientist_boat_fixes_3 -> naval_update
Dont save the ghost ship hackable crate. Stops save nre
merge from ai_vehicle_clipping_check_optim
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
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merge from naval_update/deep_sea
Applied prefabs.
Dummy coord fixes.
Re-route setting animator states to playable animation controller
scientist_boat_fixes_3 -> naval_update
scientist_boat_fixes_3 -> naval_update
Fix margin check in wander state
Support boat debug ddraw convars on server
PlayerBoat.CalculateHealth() now takes the value of each block's actual health, not their defined ContributingHealth
BoatBuildingBlock takes it's MaxHealth from the ContributingHealth, not the construction grade.
Blocks now show correct initial health values in edit mode.
Disabled deep sea portals debug by default
Give a whole second before spawning scientists
merge from industrial_pipe_batching -> main
merge from npc_PlayerSyncCycle_optim
Disable cpu batching on industrial pipes since the pipes randomly had incorrect rotations and there is a non-neglibable VRAM cost to keeping a duplicate of every industrial pipe mesh, can explore later