133,079 Commits over 4,293 Days - 1.29cph!
merge from naval_update/deep_sea
Removed unused sprite added by error
- tweaked holster position
- tweaked lod group settings
- removed uneeded worldmodel prefab
- entity setup
- created correctly set up worldmodel prefab (current being used is set up to use batch rendering with meshes that exceed the limit to batch)
- set .item to use new worldmdodel prefab
merge from fix_puzzle_reset_underground -> main
Paintable Reactive Target - Initial folder structure, added model with LODs and textures
Removed prevent building volume from deep sea portals, not necessary
more prefab and setup updates, re-exported anims at origin, removed prefab offsets
Raise min height of airfield radiation puzzle
Shrink size of airfield puzzle reset from 35m -> 28m
S2P
Shifted arctic research base AI wake zone up by 15m, which shifts the puzzle reset & radiation height upwards
S2P
Clear indicesToCheck list before reusing it for water collision ignores.
Fixes native crash from projectile batching, and buoyancy batching breaking after enabling the deepsea.
Add `monumentpuzzleresetradiationoverride` convar to force enable radiation despite the puzzle's reset status (makes testing easier)
Apply minimum height to the radiation spheres as well as the puzzle resets
Show height cutoff position when `drawpuzzlereset` convar is enabled
initial implementaion, viewmodel prefab updates
(Hopefully) Fix player animations sometimes being left in weird states because of pooling.
Clean up the way we release animation handles to make sure the input ports always get disconnected regardless of whether the handle is valid or not, release handles when pooling players.
zipline IK adjustments and finger pose fix
Fix crash from accessing null playable graphs and playables when releasing animation handles.
Validate graphs when setting animation handle progress - fixes cannon reload error spam.
stone component blockout WIP
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Raise min height for water treatment radiation puzzle
S2P
Raise min height of trainyard radiation puzzle
S2P
Raise min height of sewer branch radiation puzzle
S2P
Raise min height of powerplant radiation puzzle
S2P
Raise height offset of NMS
S2P
Raise height of Launch Site PuzzleReset
S2P
Fix removed using statement in PuzzleReset
1p arcade idle anim update
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Picture Frames - removed glass from standing light up frame, fixed texture metadata
Fixed deep sea entrance marker showing inside the deep sea
Fix collider names on BBS causing warnings after a recent change
ballista_mounting_fix -> main
Fixed mounted ballistas flipping the player view when mounting.
This was caused by a change on cannons (to support parented cannons on boats).
Now only apply the parenting logic to cannons and not the regular Ballista entity.
merge from naval_update/deep_sea
Added a timer to portal map marker to show the time left before the deep sea closes
Updated deep sea portal markers
Tweaked wipe duration and radiations
stand driving pose update
added 60 fps reload anim for 3p paintballgun
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Merge: from useplayertasks_invisplayers
- Bugfix for invisible player in helis/other vehicles with UsePlayerUpdateJobs 2
Tests: 2p on Craggy, flew heli to player outside of network range 5 times - player was visible
Bugfix: UsePlayerUpdateJobs 2 - when player leaves occlusion group, clean up last visibility timestamps
- fixed whitespacing after merging messing it up in one of the files
This caused negative feedback loop. If EntityQueue doesn't send snapshot during network subscription change (because of OcclusionFrameCache), the ServerOcclusion should send it, but having an expired visibility timestamp meant it didn't send the snapshot (expired == previously visible, so snapshot already sent).
Tests: on Craggy with UsePlayerUpdateJobs 2 flew 2 players outside of network range, then made 2nd player fly in a minicopter to the 1st - was visible. Repeated this flight test 5 times - all passed.