136,385 Commits over 4,324 Days - 1.31cph!
Added a way to embed styles in RustControl components instead of having to create new StyleAssets every single time
Merge from main (knife.combat.entity and sunken.knife.combat.entity use versions from main)
merge from storepage_boxes
Added toast when the deep sea opens
Salvaged cleaver audio rework and implementation
merge from deepsea_fixes/loot
Terrain collision update tests
- Implement CPU heightmap functions in GPU compute (HeightMapApply), should remove need for map sync
- Profile tests for AddHeight and SetHeightsDelayLOD using a limited texel area
- Add option to use terrain R16 maps, and the active terrain render texture
- Use R16 UAV heightmap for compute and terrain vertex shader
- Improve camera culling by including min/max height of cell
Apply the same changes to all 4 tropical islands, expecting similar savings
Simplify the tutorial island mesh collider in blender, most of the detail was under the ocean and in a grid pattern so not needed
293k tris -> 17k
8.53mb -> 496kb on disk
Should go from 29.3mb in memory to 500kb, will need to verify final savings in build
▉▊▊▅▉▇ ▄▍▊▄▊▌▍█▋▌ ▌▇▍ ▆▍▆▊▉▄▄ ▍▋▆▅▋▆▊ ▌▊▄▅▋ ▊▍▅▄ ▋▉ ▌▇████▉▍ ▊▊ ▇▇▄▄▄▉▇▇ ▋▉▆▇▆▅▌ ▊▊ ▄▋▄▄▍█▅▋▊▉ ▉▆▌▊▋▉▄ █▆▄▄▊▄▉ ▌▇▆▆█▄▇ ▊▋▋█▆▉▉▇
Equip Weapon Tool now looks through children of selected object before rescanning from the transform root
Merge from sunken_and_combat_knife_orientation_fix
▍▅ ▅▄▆▄▌ █▄▅▍ ▍▉▌▆▊▋▆▌▇▇▍▋▌▉▌▊▊
Merge from increased_deepsea_render
Applied LODGroupDeepSeaConfig to RHIB and PT boat
Added a new LODGroupDeepSeaConfig component for stuff using LODGroups, modifies the culling screen height percentage if the renderer is in the deep sea
Applied to sails
LOD components that are dynamic and in the deep sea will now return a quarter of the actual distance in GetDistance, should make things render further out without having to make changes across all prefabs
▋▌▉▇ ▊▄▆█ ▄▆▄▋▄▋▊ ▊▇ ▆▊▆▆ ▄█ ▄▋▊▌▊▊▊ ▍▌▇ ▉▄▉▇▌▇ ▉▅█▆▄ ▍▍▄▆▆▊▄▅▅ ▍▋▋█▉ ▉▄ ▆▉▋▇▆▆▇▉▊▅ ▇█▌▅▄▌ ▋▇▄ ▌▊▉█ ▍▊ ▌▊█ ▋▇▅▌▆▇ ▇▊ ▊▍▌▋▉ ▉▊ ▄▇▉▆▄ ▍▌▍▄█▋▇▊
Merge from main
Auto conflict resolution on mannequin_deployed, xylophone.deployed, parachute.item
Store page baseline, skin viewer for the 16 boxes
Start work on a way for us to be able to make custom maps in editor for testing.
Primarily revolving around modifying procgen settings: such as monuments to place, roads, rocks, etc.
- Setup disabled flag on all procedural components
train_coupling_sound_fix -> main
Fixed train car coupling and line up audio playing twice
Add deep sea open notification sound to monument notification sound system
codegen for RPC call
Moved ghostship scripts in the right folder
Deep sea initial loot fill is now around 70%
Loot slowly respawns over time (except for elite crates and airdrops)
S2P all islands
▅ ▋▆▍▅▅▍▇ ▅▊▄▉▉▆▆ ▋▄▊▊ ▇▋▇▆▌▊▇▍▄▋▋▇▌█▋▍█▋▌▄▊▍█▄▌▄█▉▅▅ ▅▊▊▌ ▇▇▋█ ▇▆▌▅▍ ▉█▆▅▄▌ ▇▌▍▆▉ ▄█▆▆▇ ▌▅▌▋ ▌▉▄▋▍▅▇▅▍ ▇▉▆█▍▌▊▊▌█▋▌ ▇▅▇▅▌▌▄ ▉▄█▄▄█ ▄▍▇ ▉▅▍ █▅▍▊▋▇ ▊██▊▋▄ ▋▄▍▉█▊▉ ▅▆▇▊▌▍█▆ ▄▍▌▆▄▊█▆▊ ▇▉▉▋▅█▊▌▇█ ▆▍██▉ ▋▍▄▊▅█▄ ▊▇▄▉█
Fixed wallpaper still using batching in boats
merge from large_oilrig_misc_fixes
Changed all "collider_helper" gameobject colliders on large oilrig to use the Prevent Movement layer so you never get Line Of Sight antihack violations/invalids when shooting directly down from vent openings. These colliders exist to help you get inside the vents. Ran S2P
Swapped the 3 lingering black fuel barrels on the top floor of large oilrig with 2 yellow barrels and 1 red barrel (see oilrig_remove_static_oil_barrels) - Ran S2P
▍ ▇▊▆▉▅ ▇▇▅▋ ▅▆▄▅▊▋▋▊█▆▊▇▍▄▍▆▄▅▉▆█▋▆▉
▍ ▋▆▌▊▇ ▉▇▍▍ ▊▋▊▄▆█▌███▇▍▉▇▋▍▇▌▄▊▋▆██
Add weight threshold to modular boat physics sounds so dropped items, thrown C4, etc don't play the boat's phys impacts
Boat building blocks can always be demolished (in edit mode), removed timer.
Added BoatBuildingBlock.AlwaysDemolishable convar to toggle it (default on)
removing duplicate unused textures, re-assigned correct texture in materials that used the duplicate
new textures for building generic trim set to enable vertex blend use
merge from painting_qol_fixes
added flag toggle for hopper on all component boxes
Switch LoadNativeSimData() from reading into a managed array to reading into NativeArray so it doesn't affect heap watermark