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Merge from naval_missions
Codegen
Increase max distance on tutorial mission 8 position generator
frame painting resolutions based on current frames
- Always check if a player can accept the mission before assigning it
- MissionInstance now saves the provider as type IMissionProvider rather than BaseEntity
- Fixes for registering tutorial pings on SpeakWith objective type
- Don't try to save the dialogue graph if in play mode
Fixed RobotoMono base material
Fixed colliders, bounds and minigame for palm_tree_tropical_small_a and palm_tree_tropical_med_b
merge from naval_update/deep_sea
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Fixed TreeEntityEditor not inheriting from BaseEntityEditor
Fixes bounds handles and manifest info not working properly for tree prefabs
Debug mesh finder tool for painting
Fixed palm_tree_tropical_short_d colliders
merge from naval_update/deep_sea
SKS skinnable correct material order, and also set icon values up correctly and re-rendered icon as they had been lost
appended tools box to the storage adaptor allow collision group list
ran manifest, icon manifest and localization
tools box item created icon created, matrix model added
food box repair and pickup updated
Force update sleeping bag map markers when toggling deep sea map layer
maybe fix error spam in build about WaterSurfaceTex vs PostOpaqueDepth dimensions (separate from editor issue I think)
Horse mask initial model/materials/prefab
Tweaked floating cities shore distance, fixing the hole in the map around the floating cities
Track/assign editing boat. Toggle finished flag.
Don't reloading the PT boat turrets when turrets are full - they have to have fired a shot first
Updated ghost ship map marker icons
Fixed rotations not matching
vedning_machine_vis_fix -> main
Fix fetch cycle throwing an NRE
Added search bar and failed/passed filtering
adjusted lod distances on various boxes
main -> travelling_vendor_vis_fix
mountplayersync_ai_bypass -> main (yolo2)
Remove garbage allocations from BaseMission.id property
Codegen
metal box matrix setup, updated icon
metal box removing temporary files
removed slight finger clipping on vm paintball gun admire animation
fixed crazy deploy size on paintable reactive target
added correct collision for window paintable but still cant see paint
latest paintable reactive target lods with power sockets skinned to rig and exported
Reinstate GetDeployAndEditPositionRotation checks.
Temp disable parent boat chceck for finish editing.
Fixed minor zfighting in stone component box and fixed slightly offset origin, refactored explosives component box FBX to separate out glass