135,975 Commits over 4,324 Days - 1.31cph!
Merge from kapok_branch_col_optim
merge from naval_update/io_boats
Use GetRootParentEntity instead of the new GetRootParent method
- Optimise WorldPositionGenerator, this was the most expensive job in the new work queue and is now showing as at least 30x faster at in testing
- Optimise MissionPoint type position generator so it no longer always iterates through all mission points on the server
- Now check when we last revalidated each mission before adding it to a run of the work queue rather than just checking time between runs of the work queue itself
- Move work queue run cooldown to a servervar 'missionValidStateWorkQueueCooldown', and added 'missionPerValidStateCooldown' to configure cooldown between revalidating individual missions
- Add servervars 'resetmissions' and 'resetmissions_alll' to reset missions progress for a target player or all players on a server. Useful if saved missions progress is borked without having to reset entire player state
- Player now requests a mission valid states update when they join a server, so map markers will be ready for when they first open their map
Minor adjustment to branch collider
▆▇▍█▊▊ ▌▅▇▌ ▍▆█▌▆▇▊███▇▅▆▌▅▋█▅▊▍ ▆▌▍▍▄ ▊▊▍ ██▌▅
Can't connect IO entities not sharing the same root parent
More IO prefabs deployable on boats
Fixed some broken rock formations in NMS (scene only)
Merge from windturbine_deploy_sfx
Merge from improved_embrasures_colliders
ioentity.allow_on_boat now blocks placement of all io entities on boats (just a temp killswitch)
Merge from ambient_light_lod_fix
Merge from 20mindayextension
Merge from hackweek_meshlod_qol
GetAuthoredShadowCastingMode on MeshLOD now respects the new disable shadows setting
Disabled shadows on all LODS after 0 on the static phone both for testing
Wire snapping works on moving boats
Fixed electric furnace deploy volume not including Vehicle_Large
Remade large battery collider with primitives, it had a non-convex mesh collider
Fixed a bunch of wire tool local/world position issue
IO lines toggle their dynamic LOD when created if parented to a boat
IO lines plug effects are played locally
merge from workshop_animator_controls -> main
slightly better looking animator control buttons
Add workshop animator controls, with setup for bbq skinnable
improved building_generic_trims textures
merge from skinviewer_cleanup
Tweaked chinese lantern skinviewer lighting
merge from skinviewer_cleanup
Added LNY spear and chinese lantern to the skin viewer
Removed the random order for the limited tab
merge from harbor_container_ladder_fix
Fix rope ladders on a container in harbor being falsely disabled unless the crane rotates
Extend container parenting volumes
Fix a RendererBatch component causing visual issues
S2P harbor 1
merge from bbb_entkill_fix
Allow boat building blocks to be ent killed individually in edit mode
Added an if CLIENT wrapper around the UI_SettingsTweakShadowPreset's OnConVarChanged override method
merge from health_display_immortal_check -> main
▇ ▄▋▌▍▄ █▉▄▄ █▅▌▅▍█▌▌▌▉▉▊▆▆▇▋▋▉▇▇▉▆▆█
Updated protection assets with DoPrepare pt3
Updated protection assets with DoPrepare pt4 (split bc plastic)
Updated protection assets with DoPrepare pt2
Updated protection assets with DoPrepare pt1
- Remove Ping browser header
- Add Region browser header
- Allow sorting via that header
thumb_up
17
thumb_down
134
Switched ProtectionProperties to BaseScriptableObject so it worked with asset bundles, fixed immortal check to use proper method
Boxes DLC - optimized meshes and LODs for scrap, stone, guns, explosives boxes