132,886 Commits over 4,293 Days - 1.29cph!
Wallpaper tool third person animator setup to receive updates to surface type for different deploy animations
Removed unrigged model from wallpaper tool entity, correct third person model for surface type now gets enabled/disabled
Store navmesh modifier volumes in a sparse grid for faster retrieval
Reimplement
138911 (turret dryfire)
Fixed Heavy Scientist and Scientist Plushies from disappearing on boat building or editing, was missing Vehicle Large groundwatch layer
Tweak position of codelock on steering wheel to fix bolts clipping.
Disable PlayerBoat clippingChecks, they're not used currently and handled elsewhere
boatai_leftover_logs_2 -> main
Merge: from triggerparentdelayedexit_optim
- Nothing, this just fixes merge history to avoid showing it as a non-merged branch
Tests: none, no files changed
final folder cleanup
- Deleted old materials/model/rig/anim files
- Moved materials/model/rig/anim files to the original folder
- Deleted 'New' folder
merge from sprinkler_vis_refactor
Remove mobile splashables from mobilePositions when deregistering
merge from naval_update/deep_sea
boogieboard ejectorseat and raft idle updates
rigged wallpaper and intial setup. Need martyn to look at
Fixed buoy material reverting to green because of RendererLOD, switched to MPB too
set up steam items for scientist and heavy scientist plushies, fixed invisible world model and wrong collision on heavy scientist plushie, fixed missing world model outline on scientist plushie, fixed repair and pickup references on both
Moved boat shop vendor up in FC3 to fix leg clipping. Ran S2P.
Increased deep sea buoy flare LOD distance
Fix a couple of bugs with boat health after loading
Last deep sea wipe alarm now loops
Added detail normal wrinkles to paintable canvas mat, changed lodgroup to rendererlods on frameless canvas prefabs
Fix respawn position issue when boats are saved during dying
Increased deep sea exit portal map marker size
Portal buoy lights change depending on deep sea state
Merge from boat_inside_test
Set the new ramp colliders to wood material
merge from ScientistPlushie
merge from HeavyScientistPlushie
Fix foliage placement orientation on rotated islands
More accurate shootable collision on small ramp
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Merge from sprinkler_vis_refactor
SceneToPrefabTag can now be used on LOD components that are are part of a CuillingVolume to ensure they are part of the final generated HLOD mesh
Fixed an order of execution issue with CullingVolumes and LODMasterMesh when an entity with these components was spawned as part of map load (likely only an editor only issue), resulting in LODComponents getting toggled before they are initialised, which would cause the LOD to fall back to default bounds and consider itself small
Fixed a couple of curtain prefabs in the casino that were broken
The exterior curtain now appears in the HLOD mesh
S2P all floating cities
Add profiling marker to terrain render
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