127,870 Commits over 4,201 Days - 1.27cph!
Dont setup the playable graph for ragdolls. Stops an NRE when getting near a ragdolled player or killing one
Updated Flashlight Remake Folders to Follow Other Remake Folder Structures
merge from Halloween_25_Update
sequential commit on paintball_gun rename
added underscores to spaces in paintball_gun work files
Test run the manifest with my latest improvements, commit manifest file and changed .meta files
This removed incorrect entity labels on 404 entities
Test run the entity label cleaner, removed leftover entity labels from 47 prefabs that are no longer entities
Also include cleaning leftover GlobalBroadcast labels in the tool
Fixed player placed markers not working in the deep sea
The HUD compass will now no longer show a marker if it isn't the same zone as the player (ei. deep sea/mainland)
This is applied across all markers - death, mission, team mates, etc
If the player isn't in the deep sea and they swap to it on the map, focus on the exit portal as that's most likely to have some revealed space
Fix NRE when spawning deep sea with no cities
Switch fog of war drawing to main thread, seems to resolve loading issues
Don't allow fog updates until we've received the current state from the server
merge from naval_update/deep_sea
merge from deep_sea/billboards
Reduced main island billboard default scale, tweaked fog
Added a billboard for the main island when you're in the deep sea
scientist_boats_gameplay_2 -> naval_update
Dont turn the leg animators on for NPCs - its glitchy right now
Do RHIB/PT Boat loot spawning from static spawn methods instead
scientist_boats_gameplay_2 -> naval_update
Fixed somne bugs with scientist boat oil rig manager
A group of scientist boats will now spawn at large oil rig:
- On puzzle reset we will check how many are at oil rig and ensure we are <= 3
- If not captured these boats will be deleted on save/load
- Will stay around oil rig in a 100 meter radius
Prevent open and close commands when the deep sea is busy (opening or closing)
Fix negative displacements being clipped
Scale vector by radius after sample
Clamp to avoid any extremes
Falloff by distance from centre of mesh and scale of mesh
Displace only when vector does not cross centre of mesh
Don't parent the exit portal, to keep it consistent with entrance portal
merge from cannon_animation_fixes
Setup playable graphs in on enable, fixes broken initial states and no longer crashes.
Set additional entities as static so industrial adapters & codelocks parented are also considered static
- furnaces / ovens (exclude BBQ because they open & close)
- fridge
- lockers
- codelocks themselves (was accounting for doors but not the codelocks individually)
merge from main -> optimize_reduce_dynamic_occlusion
Add a PrefabInformation component to hull_square, hull_corner, hull_triangle and PlayerBoat so they appear on the death screen
Fix two playable graphs running at the same time for each player, which seems to fix everything else.
merge from extra_tutorial_safety -> naval_update
Force initialise the bounds in DeepSeaPortal on the client, fixes compass marker pointing at the wrong point
Extra check to make sure tutorial islands bounds can't spawn inside the deep sea bounds
When you hack the ghost ship crate:
- A group of scientist boats will spawn nearby
- Drive to the ghost ship and mark it as a protected area
- Will attempt to engage the players who just hacked the crate
Apply shelf
11708 from aron.s, fixes growable interactions in floating city