138,685 Commits over 4,324 Days - 1.34cph!
Merge from turret_paintball_fixes
* Add an extra update call at the end of the frame after spawning instanced objects to catch spawn-then-move position errors.
* Only deal with valid LOD states and skip invalid states both in the middle and at the end of the state array.
* Reject renderers without materials outright.
Added a toggle to switch in between remote and local store override data in editor
Added a popup warning when uploading
Fixes for how paintball gun behaves with turrets:
- Damage is now increased when a paintball gun in a turret shoots someone wearing paintball overalls, same way when shot by another player wearing overalls
- Last applied paintball colour is now retained when placing the paintball gun in a turret
Misc changes:
- Removed paintball damage scaling in code for hitting different entity types, instead use the protection property assets
- HeldEntity cached item is now usable on both client/server
- Add sourceWeapon to projectiles, so the client can retrieve the source weapon entity from locally instigated projectiles
- HitInfo is now Disposable, same pattern as PooledList
- Remove various unnecessary HitInfo allocations
Add a placeholder altimeter prefab.
Add placeholder prefab to HAB.
Added two console commands clearcontainer and clearcontainer_radius.
Client downloads the store data when refreshing the store and loads all the overrides
Added Store/Upload menu item to upload the store content to S3
Fix naval scientist laser sight not being on during the day
delay_browser_changes -> main
Move the attack heli altitude guage calculation to a static so that I can use it for HAB consistency.
NRE fix and move GetPriv to OnDeployed from ServerInit
Fix FSMTransitionBase.get_Senses NRE
Revert region changes until next month - bring back ping for now
Fix "SwitchParent Missed scientist2.corpse" log when naval scientist dies
Fix error for boat floor frame.
Add a null check to GetBlockedByErrorFromCollider.
Can now override store page elements as well
Cannon animation updates to include fuse movement in the reloaded clip
exported updated motorboat sit anims
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Add option to debug traces to ai debug prefab, to test bushes / smoke in editor
Added some test hair cards/materials for debugging
stone box - matrix lod tweak, prefab updated
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exported updated 3p ejector seat idle anim
Merge from shipping container optimizations
Committed missing collider mesh for deep sea signal computer
Fix some worldmodel prefabs that got saved as disabled, was causing ballista projectiles to be invisible
TriggerBase now auto cleanup null objects instead of logging "Trigger x contains null object" forever
meds box - meshLod instead of renderLod, updated prefab, created guide prefab
rentable shop neon signs blockout + atlas planning (temp materials)
beach chair 3p idle anim exported
Added a way to determine if a LOD state within an InstancedLodComponent has a renderer that uses DeferredMeshDecals. If so, this state gets ignored by the indirect instancing system, as DeferredMeshDecals handle their own culling and instancing
Terrain cell mesh colliders with separate cellsize from rendering