126,694 Commits over 4,109 Days - 1.28cph!
Fixed player no longer parenting to tugboat
Teaked the material color values of the trailer lorry
Rename "rock" emoji to "heartrock" so it doesn't clash with the rock item
Added a couple of concrete blocks to tugboat to block visuals where there's already a collider
Added a new ObbComponent, adds an easy way to expose a local space OBB with gizmos for setup
Added an AlternativePipeBounds OBBComponent field on BuildingBlock, allows us the option to define a different set of bounds to use for the pipe intersection test so we don't have to modify building block bounds
Added alternative bounds to both roof pieces, fixes pipes placed under roofs getting incorrectly deleted due to the large bounds on roof blocks
Fixed up other vehicles that also had identically-named collider objects
Fixed water pumps not deploying in rivers
Fixed more duplicate bone names no Tugboat
Added an editor-only warning in Model.cs for bones without unique names. Now in the future instead of spending an hour tracking down why decals are in the wrong place and eventually discovering it's duplicate bone names, I'll be able to spend an hour tracking down why decals are in the wrong place and then finally remember to look for this warning.
Fixed two GameObjects in the Tugboat collider set both being called "Misc" causing bullet decals to show up in an offset position due to the bone ID finder selecting a different bone than the initially hit bone when re-converting the local space hit point to world space.
Speculative NRE fix for NVG camera issue, wasn't able to reproduce in the editor for a proper stack trace
Re-enabled world item parenting on tugboat. Having it off seems to cause more problems than it solves - we can tackle items falling through the boat a different way.
Don't parent NPC players to tugboat
Switched Tugboat to use Continuous Speculative collision instead of Continuous Dynamic. This seems to get less confused by Cargo Ship's weird non-physics collisions, since it's made to handle kinematic situations.
Increased depth of Cargo bow trigger and modified TriggerVehiclePush again
Fixed cargo ship not pushing tugboat well with its bow wave push trigger
updated Abyss metal hatchet ao so some barnacles aren't so dark
merge from steam_auth_analytics
Add post culling job to count number of meshes in output
Fixed shared abyss strings
Don't apply mounted length modifier to cloth for standing poses
Fix wonky simulation space logic causing weird movement on held/holstered items when parented
wip test code/changes for supporting re-using weapon rack functionality for visual looting/set dressing
Fixed broken river shader when water reflections were set to 0
Can no longer deploy deluxe christmas lights on doors (since they don't move with the door)
fixed Brick half wall hard side blocking triangle foundation placement
fixed foundation triangle conditional corners see through side, adjusted colliders as well.
fixed LOD1 on block.stairs.Lshape brick skin
improved brick ramps gibs
Several changes to try and reduce the likelihood of industrial pipes getting deleted when upgrading grades:
-Change the prevent building volume that is spawned along pipes to a capsule collider to better match the pipe shape (was a box)
-Increase the offset from walls that pipes are placed at (0.03->0.04)
-Decrease the prevent building volume size on pipes (was a 0.05 box, now a 0.035 capsule)
-Reduce the size of the building block bounds check when checking for offending pipes by 3%
Deleting window.bars brick version as not needed
remodelled the brick window block to have a rectangular shape like other blocks
Merge from main -> global_networked_bases
See if instanced rendering will work with world prefabs (rocks)
Fixed Ferry Terminal spawning in arctic biome