114,164 Commits over 3,959 Days - 1.20cph!
Updated deploy guide and fixed short LOD distances for siren light.
WIP tracking when a player has either completed the tutorial or declined it, still pretty broken
Revert initial resource objectives
Fixed conveyor Filter AND mode outputting the filter success output if no items passed the filter
Fixed player potentially getting stuck in the skydiving pose when stuck between two objects and considered non grounded
Skydiving animations will now only play if the players velocity is > 10, should also fix some reports of the animation triggerring while climbing ladders
Fixed some IK weirdness during parachute deploy animation in third person introduced in
87586
Fixed minicopter push behaviour regression from last month
Wheels weren't being updated all the time anymore and most of the minicopter push movement is via the wheels, so now we let the wheels run while we're pushing
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Removed the legacy parachute animations in the player controller, they weren't being used but were throwing some warnings on boot
Improved hand IK easing on first person parachute, created a new SetParameterCurveAnimatorBehaviour behaviour to set a float parameter over time during an animator state
Added vehicles to the parachute pre deploy space checks. Prevents parachutes getting deployed too early when jumping out of the scrap transport helicopter hitting the helicopter and instantly killing the parachute
Water level must be at least 5m below the players height before deploying the parachute, fixes jumping with a parachute equipped while standing on an rhib deploying the parachute (which would immediately crash and hurt the player)
Atlas tweaks & particle system iteration
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Generate island locations during bootstrap, before spawn handling.
DensitySpawnPopulation can now filter out island areas.
Flag junkpiles_water to not spawn in outer tutorial bounds.
Calculate and save the world bounds, minus the outer area used for tutorial islands, during island spawn position generation.
merge from island_timeout. Plastic merge this merge way harder than it needed to be for some reason, but it should all be good.
Don't allow achievements to unlock or progress while in the tutorial, we want those to start processing once the player is in the real game
Added a new tutorial only chicken type that drops animal fat
Merge from dof_exposer_improvements
Fixed incorrect focal distance readout
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Set dof exposer focal size to 0.4, it's hardcoded to a few different values in normal dof handling but this is probably fine
Also max out sample size
Viewmodel camera static experiment
Merge from main -> trap_optimize
Add `auto_turret_budget_ms` and `gun_trap_budget_ms` to configure the budgeting (default 0.5ms per frame)
Make the deployment guides transparent
Move AutoTurret to PersistantObjectWorkQueue<> (instead of invokes that requeue each frame)
Add `GunTrapScanWorkQueue` to make shotgun traps budgetted to 0.5ms / frame
Register turrets & shotgun traps with their budgeted queues when they are spawned & unregister when destroyed
Change List<> in PersistantObjectWorkQueue to ListHashset<> (incase many entities in the "queue" cause a slowdown)
Iterate with the Array instead of ListHashSet[] because of comment claiming Array[] is 2x faster to iterate than List<> (in mono?)
Fixed being able to clear pings that are created by tutorial stages
More help videos/images
Added extra supplies to hunt for food mission, prepare for combat and build kayak mission
Merge Main -> Experimental
A couple of very minor edits to buoyancy.cs
Make certain that we never shore drift RHIB on cargo ship
Don't do world edge repel on kinematic rigidbodies
Merge Main -> Experimental
Fixed corrupted block.stair.lshape.adobe building prefab. Rebuilt manifest with the prefab back in.
Serialize island timeout.
Protobuf gen.
WIP island timeouts.
Players have 15 minutes to reconnect before their tutorial island is returned and tutorial is cancelled.
Reduce this time to 5 minutes if we're low on available islands.
Added an island tick.
Finalized enabled prefab with lightex, sound loop, LODs and minor iterations.
Updated entrance prefab with dressing and lights
Fixed some mesh errors