136,522 Commits over 4,324 Days - 1.32cph!
hamster wheel wip textures
Skip disable internal collisions for ghostships, it takes 25s for each ship
Boxes DLC - disabled shadows in LOD3s
Reapllied tropical scene changes post merge
Move all charms to the 20k range temporarily to limit conflicts
Tweaked deep sea loot respawn times
S2p all islands
Fixed CLIENT_DoOpenNotification nre
Also supports legacymonumentnotifications convar
clothing box game model with placeholder baked material
Fix more local / world space fun
merge from searchlight_worlddirection_fix
More fixes, nothings quite working yet
Tweak values, S2P tropical islands
server_browser_ping_removal -> main
Ensure 'Unknown' is also grabbed
Add a help print out if a servers region code is returning UNKNOWN
Return untranslated region if we cant match the region code
- Cleanup datacentre regions
- Rename some of them to make them more clear
Added a boat magnet to the static version of the boat building station that pulls in and aligns any player boats within 50m
Effect is more pronounced the closer you are to the centre of the station so you can pass by them without being affected but if you stop anywhere near the buoys you'll get pulled in
merge from naval_update/io_boats
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Fix NRE in deep sea manager if no ghost ships are available
Fixed water position of static station
Added a static boat building station to each tropical island
Fix static boat stations starting in open state
merge from store_fixes_feb
Fixed store cart item width
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Remove deepsea.boat_drift convar, we don't want boat drift in the deep sea (it was false by default)
The deep sea entrance portal position now changes after every deep sea wipe
It’s random, never the same twice in a row
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Change the network group layers to use terrain height as a basis instead of planes along the Y axis
Refactor of box auth checking to interface with implementation in TCs and boat auth
boxes now register with boats auth for show checks WIP
Optim: replicate TraceRays optims to TraceSpheres/-Unordered
TraceSpheres now scales better and earlier than it's serial counterpart:
* TraceSphereUnordered vs TraceSpheresUnordered: 128 - 0.57ms vs 0.3ms; 1024 - 5.1ms vs 1.38ms; 8196 - 43ms vs 9.9ms
* TraceSphere vs TraceSpheres: 128 - 0.64ms vs 0.44ms; 1024 - 5.6ms vs 2.2ms; 2048 - 11ms vs 4ms
Tests: unit tests
Deployable test checking that if placeable on boats, all collider names are in StringPool
Finds 10 cases to fix
Bugfix: veeeeery rare out of bounds access when Unity returns invalid hit
Tests: none, don't have a unit test for that
Update: GamePhysics.TraceSpheres - add ignore entity support
Tests: ran unit tests
Update(tests): add TraceSpheres and TraceSpheresUnordered unit tests
- get rid of old TestSpheres test, didn't spawn base entities
Tests: ran new unit tests, some are failing as expected