133,269 Commits over 4,293 Days - 1.29cph!
Use temp job allocators for deep water checks
merge from artist_pack_dlc
merge from artist_dlc_ornate_frames -> parent branch
rehide large ornate frame item, fix labels
Picture Frames - shutter texture update
merge from artist_pack_dlc
Picture Frames - shutter texture for scrap frames (WIP)
Fixed the lag spikes + ocean disappearing frames when entering the deep sea
(hope this doesn't break anything else)
added new bed ambiences and wildlife to the islands
exported edited 3p paintball gun anims so they to aim true and 3p idle clip made shorter to remove judder
halved length of w paintballgun shooting anims and reduced 3p finger movement on shoot anims abit
pushing_toast_fix -> main
cannon_clipping_fix -> main
Apply new cannon values to the camera head animation system
Merge from deploy_edit_menu_option
wood box game textures updated still wip
syncvar_inheritance_fix -> main
Paintball Gun - added conditional ammo meshes for worldmodel
window frame paintable work, set up sign script and rebuilt manifest, enters paint scene with hammer now but no paint yet
Add more navmesh blocking volumes to oilrigs
Fix scientists dying spontaneously when patrolling
Add "too far from shore" error message when trying to place BBS... too far from the shore.
Updated descriptions for some naval items
Disable deploy & edit option if the player doesn't have the item.
Add description text stating the item is required, you must be stationary and not in the deep sea.
Refactor some related functionality/checks so I can add clientside error toasts for other factors going forward.
Fix gestures not playing audio unless you play a different gesture, transition back to the entry state when ending a gesture. (playable graph quirk)
Reset playable graph state on disable to hopefully fix more pooling issues.
Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode
Merge: from useplayertasks_removegroupocludee_nre
- Update: hide new server occlusion group logic behind -enable-new-server-occlusion-groups command line arg (disabled by default)
Tests: 2p on Craggy - moved, teleported, reconnected, checked server occlusion still works
Update: merge old OcclusionGroup code and put it behind DisableNewOcclusionGroups switch
- make DisableNewOcclusionGroups true by default, can be turned off with -enable-new-server-occlusion-groups command line arg
Tests: 2p on Craggy - moved, teleported, reconnected, checked server occlusion still works
Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress
paintball 3p entity update
- updated position of flashlight/lasersight attachment
Light up frames - adjusted LODs for XL and XXL versions
Paintball gun updates
- set only lasersight/flashlight as useable attachments
- added viewmodel attachment override and positioned both attachments on model currectly
Update: declare a boot time switch to disable new server occlusion groups
Need to bring back old logic for it, that'll be next.
Tests: none, trivial change
Tweaked two values to stop clipping issues we're seeing with the cannon
merge from main - added support for transparency on decal shader
Added support for decal layers on transparent surfaces on the Standard shader
- Prevent stopping the engine from throwing an nre when wiping the deepsea
- Remove a dumb log
wood box added prefab for box
wood box game model and updated prefabs, ran manifest and localization
Light up frames - fixed material config and paintability
wood box placeholder textures