131,172 Commits over 4,232 Days - 1.29cph!
Added metallic, smoothness, and detail-normal maps to the StandardWithDecal shader to be used for paintable surfaces
Merge: from jobs_noclip_mask_fix
- Bugfix for UsePlayerUpdateJobs > 0 NoClip checks incorrectly using vehicle layer mask
- Updated unit test to check for above case
Tests: ran unit test, tried to push against modular vehicles on craggy
Bugfix: AreNoClipping - fix vehicle layer inclusion logic actually excluding the layer from the mask
- Also uncommented one test that I accidentally submitted as commented
Tests: ran unit tests - they now pass
Merge up from floating cities subbranch to incorporate food marker container collision fixes, and ladder passes on all FCs.
Adjusted ladder volumes on FC 1, 2, and 3. Full ladder pass on FC4. S2P on all FCs.
Tests: TestNoClipConsistency - add vehicle detail colliders to catch inconsistency
- also don't reinvent the wheel with permutation combinations, just use [Values] instead as before
Tests: unit test fails (expected, will fix next)
Cherrypick from
138603 (mission fixes)
Merge from naval_missions
- Fix tutorial conversations and mission progression
- Fix mission discrepancy warning log which would appear during tutorial
- Fix potential out of bounds exception when accessing mission rewards
LS gap, lowered box in gap
handle boat building blocks potentially having a set of parenting triggers from conditional models, added parenting triggers to wall variant prefabs
- didn't add them to low walls as they should always be in the volume of a foundation/wall anyway
Tests: Amend TestNoClipConsistency to generate players permutations with non-zero vehiclePauseTime alongside forceCastTime
This should trigger a slightly different code path for noclip checks. Still need to generate relevant physics colliders to validate this path.
Tests: ran TestNoClipConsistency
Merge: from jobs_coarsedist_crashfix
- Bugfix: fixes crash when players connect to a fresh server with UsePlayerUpdateJobs > 0
Tests: local C+S with UsePlayerUpdateJobs 2 enabled from the start - no more exceptions by height and shoredist jobs
Bugfix: UsePlayerUpdateJobs - fix GatherWavesIndicesJobIndirect returning invalid count of deepsea players
- Also fixed invalid index usage for acessing positions
Tests: local C+S with UsePlayerUpdateJobs 2 enabled from the start - no more exceptions by height and shoredist jobs
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Heavily simplified food market barge (top section) collision
ore & explosive - guide meshes added
Fixed missing door collision on bottom of food market containers. Simplified collision mesh overall.
Swimwear 01 and all variations reposed
box ore - tweak display anchor location
box explosives - updated manifest, updated icon manifest, updated localization.
box explosives - updated model and gibs, updated lod geo, setup prefab, icon created, item created.
Fixed a texture streaming issue in the Icon Render scene where icons were rendered with the wrong mipmap levels
box explosives - updated texture settings
edited lr300 space world model skinning and created/linked attack anim for it in the animator
Enabled AllowKinematicDrift for PlayerBoat
more splat work ferry terminal
Merge from netting_placement_rework
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more splat on the right of ferry terminal
Boat planner can go into tc tool slots
glass surface types for airfield hangars
Add model components to all window bars, embrasures, floor grills, shelves to fix offset bullet impacts and stringpool warnings
deleted stray foundation piece water_well_b
stripped rendererbatch on powerline cardboard crates as that still causes issues
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Enabled RW on 2 bullet meshes to fix 50 cal particle system warnings
merge from fix_boat_teleport_checks -> naval_update
Fix portal teleport check not ignoring the terrain margin properly
- make it also ignore TerrainMargin outside of editor too so it works on Craggy standalone (shouldn't affect Procgen as TerrainMargin will never be in the way of the boats)
Set tropical terrain material decal layers 0 & 1
Merge from tropical_shore
Adjust shore and underwater values
soften wallpaper/planner deploy sound and add two more variations since we're hearing it more often now
Fixed mainland fog of war being cleared when deep sea closes