133,245 Commits over 4,293 Days - 1.29cph!
scrapframe XL and XXL, gibs, lods, paintable setup, hooked up new material
Improve editor terrain view
Snap render distance to cell to make bounds consistent
FIx incorrect LOD borders at last LOD
Move SolarPanel.SunUpdate into a work queue (0.05ms budget)
Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
Convert steering wheel to MeshLOD
Merge from door_alloc_fix
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
Add a null check in TriggerParent.CheckAllParenting
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
Fix old pastes created before it properly filtered out client entities in the editor
- will filter out the duplicate entities during the paste and warn the user to re-save
initial comps box prefab setup. manifest
Clear deep sea shore vector data client side for any players who manage to survive the deep sea wiping (admins in god mode) via RPC
Clear deep sea shore vector data server side when the deep sea closes
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
Tests: add basic OcclusionGroup tests
- covers both old and new logic
Tests: ran unit tests, most fail, only trivial passes. Will resolve tomorrow.
Apply the previous fix to the floating cities as well
Use temp job allocators for deep water checks
merge from artist_pack_dlc
merge from artist_dlc_ornate_frames -> parent branch
rehide large ornate frame item, fix labels
Picture Frames - shutter texture update
merge from artist_pack_dlc
Picture Frames - shutter texture for scrap frames (WIP)
Fixed the lag spikes + ocean disappearing frames when entering the deep sea
(hope this doesn't break anything else)
added new bed ambiences and wildlife to the islands
exported edited 3p paintball gun anims so they to aim true and 3p idle clip made shorter to remove judder
halved length of w paintballgun shooting anims and reduced 3p finger movement on shoot anims abit
pushing_toast_fix -> main
cannon_clipping_fix -> main
Apply new cannon values to the camera head animation system
Merge from deploy_edit_menu_option
wood box game textures updated still wip
syncvar_inheritance_fix -> main
Paintball Gun - added conditional ammo meshes for worldmodel
window frame paintable work, set up sign script and rebuilt manifest, enters paint scene with hammer now but no paint yet
Add more navmesh blocking volumes to oilrigs