124,846 Commits over 4,171 Days - 1.25cph!
fixing mannequin persistent collider, tweaked collider sizes
Fixed mesh terrain setup not working with rotated islands
Restored random spawning rotations
merge from naval_update/deep_sea/
Fixed island terrain mesh setup
Moved the deep sea spawning stuff into another file
Implement IRefreshable and BroadcastRefresh as a better way to refresh InstancedLODComponent after colour changes.
merge from storeitem_source_fix
Fixed store cart item missing their source
move islands sub-branch as well
make deep_sea branch a sub-branch of the naval update
Fix rejoin button not working properly on server disconnects
- Restore multithreaded navmesh building
- Increase tile poly buffer size for debug vis
- Handle mesh colliders submeshes (uncommon but possible)
connect_modal_get_rules_fix_2 -> main
Chandelier - Texture update
Prevent world size parsing from throwing an NRE
naval_update -> scientist_boat_ai
Cleanup old Scientist RHIB Files
Ensure collider is readable
Very basic island spawning, randomly scattered around the deep sea
viewmodel chainsaw update anims and anim controller edits
Melee set of anim, entity and holdtype updates
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AI always ensures boat has enough fuel
Remove old damage tracker code and rename NativeDamageTracker → DamageTracker
Added deferred mesh decal rendering support to RRP
AI makes sure the boat is started
Ensure State data gets a reference to the MotorRowboat, not the BaseVehicle
Move `autoconnect` variable to `client.autoconnect`.
fix compile errors from improve_restart_toast_messages
Huge cleanup of Vehicle AI architecture
Test idle state
Setup BoatAI as an ent
Prefab warmup
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Merge: from shoretexture_editor_cache
- editor-optim: generates a cache for shore texture buffers
Tests: ran craggy twice
merge from improve_restart_toast_messages --> main
Update: cache shore dist textures in editor
Tests: booted up craggy, checked files were written, booted up again - was able to load
Update method of broadcasting translated toasts
More implementation cleanup
Boat AI object BaseEntity which will be toggled on/off depending on if there are any NPCs on the RHIB
Injects steering and gas pedal into the BaseBoat class
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Replace unity profile markers with timewarnings, add stopwatch to log build times
Ensure the correct detla time is caclulated for between each ai update
Flesh out the AI Input provided interface with some OnAdd and OnRemove methods
BaseBoat injects steering and gas pedal into the AI's tick method
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Typo fixes + 1 clarification for new users in tutorial