129,173 Commits over 4,232 Days - 1.27cph!
Disable dynamic occlusion pausing until further fixes because it seems to be enabling static occlusion long before parenting is finalized, causing it to think the static position is 0,0,0
Update: LimitedTurnNavAgent sets npc's position via helper functions
- ScientistNPC2 overrides it to optionally map on to the detached navmesh if it's on a ghost ship
- LimitedTurnNavAgent uses navmesh positions to calculate steering to waypoint in FaceTarget mode (think it was the original intent anyway)
There's a bunch more code that needs to be converted just to be safe with strong waves
Tests: spawned ghost ship away from craggy, enabled AI, and ran around to different areas - scientist caught up, were able to shoot me
exported latest viewmodel flashlight refresh anims
Update: GhostShip spawns navmesh instead of NavMeshSurface
- Disabled NavMeshSurface on GhostSHip prefab (will need to do it for the rest later)
This stops NavMeshSurface constrantly running add-remove navmesh every server frame. Need to figure out how to tie it to NPCs
Tests: visualzied navmesh in editor via gizmos, checked profiler to not see any more NavMeshSurface::UpdateActive calls
Added missing volume changes to stair prefab.
Removed the old volume check implementation now it's not used anywhere.
Disable deep sea in the AutomatedTests scene
Restored copypaste snap to zero height option (was lost in the merge)
Fixed more copypaste merge issues
Holster updates for bows and boomerang
Child RendererBatch disabling now handles entities with multiple RendererBatch correctly
merge from new_bbs_volume_checks
Setup bbs required volumes for all relevant boat pieces
Bow animation updates to fix bugs
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Added RequireBoatBuildingVolume. wip, allows fixing of building overlap, and is also a more efficient solution than the previous boat building station volume checks.
Setup on initial first few test prefabs.
undid some questionable shader changes, need a way to supply a triplanar anchor for sculptures or it pans when rotating them in-gui
Burlap pants repose Male/Female + LODs
RPG 7 - Weapon rack tweaks (missing info in prefab)
merge from ice_sculptures/gui_sculpting
- bit broken still
sculpture item not hidden
Jackhammer animation updates
RPG7 - Weapon rack position fixes
Fixed censorship not working on female torso
Fix lighting on render scene
Cassette recorder animation updates
updated minifridge box collider
Fixed GPU instancing for mesh-based particle systems that have it enabled
Updated storage adaptor volumes, now able to place on top of mini fridge under half height
Radtown puzzle door fix
Radtown bridge missing mat fix, maybe
minifridge techtree unlocking
merge from diving_goggles_fix
reduced texture sizes of minifridge textures
changed texture import settings to reduce emissive bleeding
Remove GIbbable components from immortal NPC vending machines
Seems to cause some issue when loading a save in client+server mode
Setup mini fridge softcore corpse
merge from fix_has_respawn_options -> main