108,632 Commits over 3,867 Days - 1.17cph!
Players will no longer be dismounted from ziplines if they clip into trees (we have several systems in place to prevent trees from spawning in the path of ziplines but it still happens enough that this feels worthwhile)
Fixed incorrect material on Lod2 of part of the powerline platform ramps
Convert some parts of the powerline platform into MeshLOD
Added a procedural map config tool that uses a simple checkbox based UI to enable and disable various procedural map features, makes it easy to isolate gameplay elements for testing (see Tools/Procedural/Procedural Map Editor)
Added 4 more zipline dismount points to each powerline platform, 2 on the side and 2 further up the structure to allow for less climbing when chaining together multiple ziplines
Ziplines will now prioritise destination points that are further away and higher, maximising distance travelled and reducing time spent climbing ladders on towers
On a 4k proc gen map these changes increase the average zipline distance from 121m to 188m and increases the total server wide zipline length from 20km to 31km
Further tweaks & fix candidate for underwater torch.
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Exposed a splash effect slot on the dropped world item that is played when a dropped item enters the water
Dropped items now increase their drag to 7 (was 0.1) when underwater so they don't fall at the same rate as through air
Added a slight physics impulse every 1-2s while a dropped item is sinking to simulate some underwater currents
Uses a budgeted server update (DroppedItem.underwater_drag_budget_ms) to check if items are underwater, defaults to 0.1ms
Hopefully fixed players getting kicked for packet flooding when looking at an IO entity while holding a wire tool and standing inside a prevent building volume
While standing in a prevent building volume the IO sockets of entities will no longer appear
Tagged both large prevent building volumes on the computer station with IgnoreWireCheck so that players can use wires while standing in front of it
Fix ping estimation tooltip not working on browser
Merge from gesture_cancel_fix
Possible fix for first person/third person gesture animation getting out of sync when the player starts a new gesture immediately after cancelling another gesture
Slight adjustment to motorbike rear wheel position - get the rear wheel to visually sit right on the ground
Fixed certain biome post sometimes overriding water post and darkening it too much.
Further tweaks to help the underwater torch work with the new attenuation.
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Enable ping estimation button by default (with convar) but keep ping estimation disabled by default
Rebuild server browser when ping estimation is turned on / off
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Merge from main -> ping_estimation_fallback
Add `runtime_profiling_persist` convar
- by default runtime_profiling will turn off after restart
- enable to save the convar across restarts
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Belt is now locked during surrendering or being handcuffed, to match other inventories.
Added an Equip Hood radial menu to apply the prisoner hood to a handcuffed player now that their belt can't be directly modified.
Changed default fallback smoothness values to 0.15
Added new spec/metal intensity (now working) and fallback (low shader LOD) params to blend4way and packedMaskBlend shaders
Minor placement check fix, sockets handle position tweaks
exported blunderbus viewmodel anims with edited idle pose so the shoulder does not clip with rapid camera movements
Hill cliff placement progress
NPC Vending order and vending machine cleanup
Refuse used list when grabbing random entries
Cleanup visuals class
Reformat targetting class
Road categories now available on networked worlds
Better placed server/client variable locations
storage warehouse material tweaks
Wallpaper reskinnable using the spraycan
Fixed material inspector errors when using packed mask blend shader
Added renderer batch component to binbag prefabs
adjusted spawn position for play mode to work
Jungle ruins initial scene setup for terrain, monument data and basic whitebox
merge from rotorwash_fixes
merge from HoveringBikeSpawns