133,551 Commits over 4,293 Days - 1.30cph!
meds box ran manifest, localization and icon manifest
meds box item, icon, prefabs. matrix models, setup
Assign steam item to paintball ammo item definition
Add error log before trying to access a potentially null steam item in UIBlueprints::UpdateBlueprints
Remove impact effect log spam
tryfind_matchiongdeployables_fix -> main
Hardening incase traced ent is null (when finding matching deployables)
Paintball Gun - hopper shader tests
Prevent crossing if the vehicle has a non whitelisted vehicles parented
merge from naval_update/deep_sea
boatai_balance_changes -> main
changes on crickets ambience values and storm ambience audio volume
main -> boatai_balance_changes
Swap InvokeRandomised with a 0 randomised value to a standard InvokeRepeating - run every 0.05 instead of every update frame
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travelling_vendor_vis_fix -> main
Fixed deep sea exit buoys being visible from the main land and the other way around
Added sliders for shadow quality preset attributes and a Cascades enum for the numCascades field
Setup AI sleeping on islands, not working, still figuring out why
Component DLC Ammo Box - Added initial prefab setup, placeholder meshes and files
Sleep AIs on ghostships were not players are nearby, realized island AIs never sleep, still investigating
ran manifest and localization
food box corpse added, model updates, prefab updates
exported a version of w paintball gun rig without wee little ballz
merge from sks_skinviewer
Merge from /tropicalocean/
Deep Sea ocean iteration, and post tweaks.
Clean: reclaim occludees name
Tests: compiles
Fixed the issue with photo frames having the photo rendering on the frame
merge from vending_cluster_pool_leak_fix
merge from sks_skinviewer
Set up preliminary stone component box prefabs (WIP), added LODs, deleted obsolete blockout mesh, ran manifest
Fix vending machine pool leak
Vending machine map marker clusters were leaking a bunch of data every time you open the map
Added SKS to the skin viewer
Bugfix: OcclusionGroups - make subscribers leave occlusion group once player leaves it
- add similar logic to subscribing to a cell
This fixes the new unit test, but trips up the old (though I feel the asserts there might be wrong, need to double check). Will validate, but likely will rewrite new logic to be simpler.
Tests: unit tests
Removed inactive couch from ghostship, it was getting the way of the locked crate spawn.
merge from "paintball_gun_tests"
ran manifest, ran icon manifest, ran localization
box armour item, prefab, icon, matrix
subtractive merge (sorry about that)