138,087 Commits over 4,324 Days - 1.33cph!
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
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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
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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 PR: Toolgun trace not hitting parented props re-fix
Fixed a crash to do with HTLV
merge from painting_qol_fixes
Also fix singleplayer networking of health for NPCs
Player text chat cleanups
* Removes unused usermessage SayText2
Get rid of unused VoiceSubtitle usermessage
Unregister unused usermessages & their handlers
* HintText, KeyHintText, AmmoDenied
* Deletes CHudHistoryResource
Remove the unused, never working Hint system
Removes CBasePlayer::Hints, ShouldShowHints, HintMessage, StartHintTimer, StopHintTimer, RemoveHintTimer
Removes C_BasePlayer::Hints, ShouldShowHints, HintMessage
Bump network version
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
Add FileEx.ReadAllBytesNative() that returns a NativeArray<byte> instead of byte[]
Updated conditions for component boxes showing contents, removing competitive disadvantage of raiders seeing box contents.
Added flag for hopper on component boxes, to hide some parts of visuals
Fix the deep sea OceanSimulation loading a 2nd copy of the ocean sim data since they both read the same file from disk
- pass in NativeSimData from outside of OceanSimulation instead of reading it inside the constructor
- only dispose NativeSimData once when it's shared
- saves 80MB
Fixed a spawn group on Tropical1 using a boat prefab instead of a ruin dwelling
Refine fix for scientists going to the floor above when player stands on something like a desk, better but not ideal, need our recast integration sadly to properly fix this
merge from optimize_sleeping_bag -> main
merge from optimize_sleeping_bag -> main
exported updated 3p bone knife anims
Added broadcast refresh calls to MeshPaintableSource when the materials are updated so the instancing system updates correctly
Tweaked the tropical texture atlas source files to solve the puddle issue.
merge from indirect_instancing (build fix)
Fix deep sea treasure mission progress getting stuck if player disconnects after digging up treasure chest
Fix client and server build 🎳
Merge from treasure_mission_fix
removed dupicated textures on explosives box, enabled GPU instancing on all component box materials
Fix a few boat piece construction placeholder meshes.
boat_ai_reverse_preference_fix -> main