115,936 Commits over 3,959 Days - 1.22cph!
Player model now looks for colliders on the transparent layer for footstep effects, fixes footstep sounds not playing when walking over a collider that's on the transparent layer for gameplay reasons (eg. sewer_chimney_top)
Tugboat sink much more slowly on death.
Fixed jackhammer not playing third person animations
Fix campfires not affecting the temperature of nearby players when deployed on a tugboat (local space issue)
Fixed spinner wheel not rotating in local space when mounted on a tugboat
Fixed not being able to rotate wood storage box
Fix emoji fields allowing user controllable rich text
Merge Main -> TugboatJuly
adjusted the depth and look of the side vents to allow for detailed colliders to allow players to pass through and have explosives stick
adjusted locomotive front & rear bumpers to accomodate steep train tracks
added collider for side vents
updated lods, gibs and prefab accordingly
added wooden ramp to accomodate for the ramp collider on left side of the locomotive
Cherrypick
85500 &
85501 (2021 compile fixes & remove BeginWrite)
Define ComputeBuffer mode in seperate class
Remove `BeginWrite()` and `EndWrite()` because it magically doesn't work and the one ComputeBuffer still using it is pretty small anyways
Update global_networked_bases/2021
Merge gpu_culling into global_networked_bases
Copy original computebuffer when expanding cells
Handle meshes that don't have a shadow proxy
Copy paste LOD scaling back when zooming in & based on "Object Quality" slider
Cull meshes based on camera's frustum & cull shadows based on the "sun's frustum"
Store bools in bit flags inside culling GPU data
Consistency fixes for post smoke.
Cloud termination atlas WIP
Go back to the rank list when switching tabs away from the rank editor
Reset clan UI state in some places to try and fix clan logo not loading when leaving and rejoining the same clan
Auto escape rich text in steam names
Created new slope mesh variants for testing at different steepness levels (18, 15 and 12 meters high)
Created prefabs with collider setup for all of the above variants
Created a playable test scene with each slope variant present
Rebuild sqlite3 for linux again because the other one was crashing for some reason
Tested on ubuntu 18.04 and 22.04
Increase the allowed size of the clan announcement text
Possible bug fixes for inviting other players to your clan
Disabling rich text on things
Culling shader actually works now!
Fix errors when deleting meshes (related to syncing data to the gpu)
Converted all the stuff to the new shader vertex stream format
Lingering post-explosion mushroom cloud WIP
Rebuild sqlite3 on ubuntu 18.04 so it doesn't depend on a too new glibc
Update runds.sh to include the Plugins folder in the search path instead of only Plugins/x86_64
Add build instructions for sqlite3 to my notes here
Cherry picked
85476 => 6point particle shader changes
Fixed 6point particle shader flickering w/ motion blending + emission scale stream + reduced variants + improved custom vertex stream help box
Set up more deployable guides, fixed some issues with deployment tracking
Reduced the effect of gravity on trains to 50% of a realistic value (instead of 100%). Allows locomotive to get up the new steep tunnel slopes
WIP second stage build mission
Raised locomotive collision triggers, to let it handle the new steep slopes
Fixed CompassUI constant complaining in scenes with no terrain
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Fixed jumping on the very top of the tugboat unparenting the player