125,942 Commits over 4,171 Days - 1.26cph!
merge from main (needs codegen)
moved the bridges between food and farm barges out of barge prefabs as it is likely to be connected differently in other floating cities
centered pivot of medical barge
merge from cargopath_map_smooth2
baked convex colliders for ring1 and ring2 prefabs, improved bumper tire chain collider accuracy
moved the static doors out of doors category in the ghostship variant art prefabs
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Changed console system class and function min length to 1 character (from 2) (modding request)
Add HeightOffset to foliage placements, and force refresh in editor now recreates buffers for foliage instancing to allow for realtime placement adjustments
Setup shader params on the terrain mesh.
Another fresh attempt at new avoidance logic
Add Tropical1 terrain mesh, leave it in the scene as disabled for now.
Change displacement map to linear, implement directional displacement, change displacement shader blends to handle encoded directional data, pass in terrain height params as shader globals, and sample displacement vectors attenuated by foliage wind vertex colours
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- Setup third person attack anims
- Add attack_damaging parameter and new state to PlayerAnimation controller
- Fixed issue with chainsaw third person deploy sound playing on loop
- Fix hit particles playing early
merge from naval_update/deep_sea
merge from cargopath_map_smooth2
Smooth the cargo path shown on the map so it doesnt look too jagged (clean branch, plastic selected all my hidden changes by default 🫠)
Smooth the cargo path shown on the map so it doesnt look too jagged
Rotatable paintings and signs, during deployment and keybinds in painting menu
Set a purchase limit for general tab items so multiple cannot be purchased
merge from cargo_oilrig_path_fix
merge from modding_can_throw -> main
Allow melee weapons to network if they can be thrown
- fields `canThrowAsProjectile` and `onlyThrowAsProjectile`
Add `setthrowable` command to test that it works
0 = not throwable
1 = throwable
2 = only throwable
Cargo can't hit oil rig when exiting the map
Cherrypicked cargoship.egress command from deep sea branch
merge from fix_sam_site_reload -> main
merge from hackweek_crosshair_customization
Fix crosshair not getting initialized correctly with the settings
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Fixed using wrong enum as array index in prediction
Bump MAX_CMD_RATE to 150 (from 100), to match update rate changes
Minor cleanups
Validate input range for FileObj:Read and FileObj:Write
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Cargoship path no longer goes around oil rigs