128,378 Commits over 4,201 Days - 1.27cph!
Cherrypick DDrawCommand from naval update
exported updated 3p chainsaw anims, also setup chainsaw entity to use r prop and removed offsets translation/rotations from the lods
merge from deepsea_height_data
Bugfix: profile.CountSyncMoveEntities - check if invoke handlers are not instantiated
- Also add a total count
Tests: used it while swinging from vines
undid temporary boat code, now using heightmap queries regularly
simple deepsea/mainland heightmap query split (5th iteration of it)
- currently limited to positional queries, normalized coord queries map directly to mainland data still
- also fixed issue with deepsea shorevectors where they weren't being rotated into worldspace properly and still pointed in localspace directions
rebaked tropical scene shore data to include heightmaps
Optim: VineSwingMountable no longer syncs positions by default
Should save another 0.7ms
Tests: Swung across multiple vines in playground_vineswinging, descended on one to ground
Fix exec command attributes, add `bot.exec_command_all` to execute commands on all bots.
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Add `bot.exec_command` and `bot.exec_command_sphere` to execute commands on bots.
Knight Armour vest and pants repose.
More setup and experimenting.
Fixed FindPrefabPathsByLabel returning assets that contained the target label ("BaseVehicle" was returning assets with "BaseVehicleSeat" for example)
correcting for height data normalization, denormalize with baked info and renormalize to current world size on application
- lets us be consistent with how we interpret height data betweek deepsea and mainland
Missed some floating walkway commits
Fixed glass mesh layer (transparent > world)
Consolidated into new lighting prefab.
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
Centralize logic that checks if a npc bullet will be blocked if they fire
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Remove disabled gameobject from new UI
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
Merge from ui_improvements
M4 shotgun spawns inside hackable crates again
L96 chance lowered
Reduced autoturret loot chance (increased too much last update)
Removed blue keycard from outpost vendor
Boat Vendor now sells DPV for scrap
DPV now requires metal fragments rather than HQM to craft
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Fix scientists reacting too slow when fighting a player that hid and getting shot in the back by another player, hook new scientists to Server.pveBulletDamageMultiplier
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Optim: crate_underwater_* - only sync positions once freed
Should save us 0.7ms on 4.5k server
Tests: untied basic and advanced crates on Craggy and observed them raise up
Bugfix: disable Drop To Ground on spawnpoints for junkpile_water_* barrel spawns
Some were incorrectly placed leading to barrel spawning on the ocean floor.
Tests: spawned on craggy, inspected a bunch of junkpile_water_*, none had underwater barrels
Optim: junkpile_water_* - enable client interpolation and use InvokeHandler instead of InvokeHandlerFixedTime
Fixed time handler fires off 10x more by default, and it would generate 3x more position tick messages than InvokeHandler. Will need validating on naval_update
Tests: observed transofrm values of a junkpile in editor while close and at a distance - interpolation didn't throw it anywhere
Buildfix: remove stale debug code
Tests: editor compiles
m92 mesh update - parts of the previous mesh were not properly centered.
merge from halloween_2025_disable