133,097 Commits over 4,262 Days - 1.30cph!
cleaned up leak in TriggerParent.IsClipping
- Add PT Boat to F1 Menu
- Add Prefab information
- Generate image
fixed swamps fog volume setting ambient to 'building' type environment
S2P swamps
fixed triangulation not clear enough on space station half wall
Wooden boat door, hidden and uncraftable - needs more thinking of how it's implemented compared to a normal door, future skin
Space LR300 - separated sights from base model in VM and WM
Improve performance of instances in motion by about 3x by mirroring all swap and copy operations of instance memory into a separate structure, and using that to apply new transforms of instances in motion.
Fix invalid ptboat storage reference
food box - manifest updated, localization updated, icon manifest updated
food box - greybox model, prefab intialization, icon created
Clamp the cannon pitch and yaw to zero on the client as the camera eye controller was still being run and rotating around even though we couldn't see it since the cannon takes over the camera
Fixes the player spinning around when dismounting the cannon
Fixed coconut world spawn with wrong label
FIxed wrong item id on coconut item
Disable the local player body if looking up in a cannon at an extreme angle, prevents the player body clipping into the camera
Fixed incorrect id's on two deep sea dwellings
Fixed trailing whitespace on deploy animation state causing a state could not be found warning when deploying the planner viewmodel
Can no longer use the spray can on modular boats
Added debug.showAllCullingVolumes, overrides the culling volume behaviour and forces everything to show regardless of camera position (although the underlying LOD components could still cull themselves based on distance settings)
Admin only
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AddIslandBounds now uses a TryAdd, unsure how duplicates are ending up here
Merge from main
HoldType.Construction override controller conflicted, used the version on this branch as it's more likely to be up to date with newer animations
building_planner.entity conflicted, used the version from main
PlayerAnimation.controller, 1module_cockpit_with_engine, player_model, PlayerModel.cs and PlayerModel.IK.cs all merged with no issues
Fix s2p failing on tropical4 when trying to pop terrains from an empty buffer list.
Rebake tropical4 mesh + s2p
Rebake tropical3 mesh + s2p
Rebake tropical2 mesh + s2p
Clean up mesh chunk folders + remove old versions
Rebake tropical1 mesh + s2p, set chunks/collider to terrain layer.
Moved a trash bag on docks C that was blocking movement annoyingly.
Renamed a mat to be more descriptive instead of Test.
Improved it.
Fixed deep sea editor flags and dupes.
Added meshterrain script to decor boats A & B
Commit the material changes that keep showing up.
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Baked all heightmaps just in case
Bridged/eased more jump puzzles on high seas.
Added rowboat spawns to all docks variants.
Compacted ore spawns on 2
Added top ruins on 2
Unsaved splats apparently from 1.
Can specify chance of enabling effect.
Add a random delay on enabling.
Coords for ore spawners on 1