134,875 Commits over 4,324 Days - 1.30cph!
Fixed deep sea trees client/server scale mismatch. These trees are handplaced with custom scale and S2P-ed, it wasn't working, the scale was overriden by decor components
- Added a skip decor components field in ResourceEntity, set to false on all the deep sea tree instance. Prevent DecorScale from messing the scale
- Deep sea now enable scale networking on its trees
Fixed the collision issues and tree minigame not working
S2P all tropical islands
If streamermode is enabled then turn off RHIB screens
centred floating_city_3 terrain properly, rebaked shore vectors
Merge from deepsea_closed_fail_missions
Small code fixes
Rebuild phrases
Minor adjustments to walk around distance
- Show tooltip if you try to reload the turret whilst its full
- Show tooltip if you try to reload the turret and have other types of 5.56 ammo in your inventory. We require standard 5.56
Codegen and compile fixes
apartments building facade, atrium and corridors progress
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merge from indirect_instancing
Mark Indirect Instancing as DeveloperOnly
Cargo plane anti collision light changed into a simpler, smaller strobe, so that it isn't potentially the heaviest thing in the game to render anymore.
Fix new scientists killing players without wounding them first
Fixed signal computer flare trigger.
Signal computer hums, and also does a little beep when ready to transmit.
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
Disabled tree minigame for palm_tree_tropical_short_e - too small
Tweaked floating city 3 shore vector volumes
S2P
fixed native pixel data using wrong format, should've been half4 not just Color
handling floating city data, blits in on top of generated values
- also jobified stupid texture data population, 30ms down to 0.7ms still too slow but way better
paintball gun no longer researchable
Cannonball textures from 5.3mb to 0.6mb.
Minor deep sea code cleanup
Leaving or entering the deep sea by respawning on bags now fire the client RPC updating the buoys and shore vector data
Fixes buoys disappearing after dying in the deep sea and respawning on the main land
Screen overlay shift to be compatible with the floating point precision in deep sea. Fixes computer screen tearing.
Reserved flag fix (7 to 8 for flare)
Fix occupied seats not working after a vehicle is copy pasted
Signal computer flare uses its own entity flag_toggle logic instead of piggybacking off the strobe light.
Signal computer mesh read/write for col.
Fix `printspeed` not working on vehicles with old mounting behavior (reposition instead of parenting)
merge from main -> print_speed
more work on rentable kiosk blockouts WIP
turret_model_clipping_fix -> main
- Fix player model clipping into turrets at certain angles
- New set of movement curves
legitimately generate shore distances/vectors for the deep sea rather than blitting, no floating city support yet
Fixed being able to cross to deep sea with submarines on board
They didnt carry over but we now block entry with a toast, like for helicopters
fixed paintball gun WB3 reqirement
Fix scientists not able to go into large oilrig top floor rooms
Add server command to help diagnostic or temporarily fix the "Failed to create agent because it is not close enough to the NavMesh" issue: printOrKillOffNavScientists
Restored horse siege harness
Removed horse roadsign armor redirect (was set to itself by accident)
basic non-UVd blockout for rentable kiosk C
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