127,394 Commits over 4,201 Days - 1.26cph!
fixed issue with metal detector anims
Big sidetrack experiment, changing parenting/parent behaviour everywhere
Enabled map back in the deep sea
Its half working, only shows the islands for now
merge from naval_update/deep_sea
More deep sea logs
Added tree count to deepsea.printentitycount
Assigned main island global network group to chinook, chinook scientists and cargoship
Added avoidDeepSeaPortal and avoidDeepSea parameters to TerrainMeta::RandomPointOffshore
- Chinook avoids the deep sea playable area when egressing and spawning
- Cargo avoids the deep sea playable area AND deep sea portal side when spawning (egressing changes to come)
Added CH47HelicopterAIController.dropCrate command to force chinooks to leave
Remove duplicate entity from PlayerBoat prefab that I just spent 2 hours trying to fix in code.
Mesh fixes and tweaks for the CH47 casino variant
collision fixes on
barge
oil rig legs
prison
security tower
Hook new scientist bullet trail, helps players get more spatial awareness with longer lasting trails
Scientist will rush players that are undergeared more often, instead of playing too defensive against bows
Add buoyancy wave amplitude for ghost ships, set it to 40% for now.
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Chinook avoids the deep sea side when randomising its spawn position
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
Editor force on helicopter compile fix
RPG7 - Texture & material update, icon
rpg skin vm animations edited
binoculars refresh
world model/LODS (might need tweaking) and viewmodel
materials and textures
un-gate indirect instancing for testing purposes
Fix build by scrapping the function pointer idea.
Merge: from baseplayer_vis_nre
- Simplified how debug.invis works
- Reimplemented how global.spectate and spectateid work - spectator no longer parents to the spectated player
- Tightened existing debug logs around mystery baseplayer NRE.
This eliminates a source of potential NREs related to players spectating others, but doesn't outright forbid them
Tests: 2p sesions on Craggy, one player spectates other - killed scientist with AK(hs audio replicated), helicopter fly around, motorbike ride around, noclipped outside of usual network range and back, cycled invis, left the server and returned - no issues. Tried debug camera.
- prefab naming now matches
- removed textures folder and placed textures in materials folder as per other assets
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merge from physics_pass_two
playerboat wavePID balance
merge from editor_force_on_helicopter - resolved merge conflict
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check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)
Update: Add a safety guard to DestroyOnClient to avoid destroying client's local player
Tests: 2p session on craggy (though there's no case in vanilla where this can happen)
merge from fishing_village_collider_fix_fix
Moved the net that was causing the movement issues. Made my silly collider a little bigger. fishing_village_b s2p
improve transform access in correction forces
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
edited rpg skin 3p reload anim
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
Optim: pool SpectatorSubStrategy and SpectatedSubStrategy
Tests: 2p session on craggy with disconnects - checked pool.print_memory afterwards
steeringwheel controls HasDriver flag of parent boat
Bunch of work moving lock from boat to steering wheel and related refactoring/fixes.
scientist_boat_ai -> naval_update
Boat AI will automatically turn on the lights if its nighttime, keeps them off if its day
tweaked red color from the steering wheel so it doesn't draw as much attention
Better lights on the RHIB