130,589 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Simplified casino culling volume setup using custom mesh collider trigger
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from voice_when_invis_fixes
- Voice chat is now heard by nearby invisible players and spectators
Tests: tested voice replication between 2 players, when invis and when spectating. invis case also tested disconnect-reconnect while invis.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed floating/clipping objects in FC3 and S2P. Reverted bench seat sitting positions.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: allow invis players to listen to nearby voice
- invis players are now tracked in BasePlayer.invisPlayers
Tests: 2p on Craggy, 2nd player went invis, host tapped mic - replicated. 2nd player disconencted and reconnected, host tapped mic - replicated
 
                
                
                
                
                
             
         
        
            
            
            
                
                converted ladder hatch prefabs to use convex box colliders only
added modular boat floor frame and floor.triangle frame prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Boats can't be edited if recently damaged
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Spectators can listen to voice of spectated and nearby players
- Spectators now exclude themselves from EntityGrid
Tests: 2p on Craggy, flew away from the island, started spectating player on island and tapped the mic - it came through
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set halloween wallpapers ingame icons
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added "In Game Icon" field to ItemSkin, allowing us to override the sprite we use in spraycan, crafting and repair bench menus
Useful when we want a branded icon in the store but still need a normal item icon to appear in-game. Only applies for skins that do not have proper items, like wallpapers
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed colliders from floor rugs and tarps
 
                
                
                
                
                
             
         
        
            
            
            
                
                Find the nearest usable station, not just the first
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Cull hackable crate world canvases by distance (around 150m)
Its a global networked entity so the canvas was enabled for all players on the map
 
                
                
                
                
                
             
         
        
            
            
            
                
                added halloween wallpaper store icons and hooked up to wallpaper skin assets. We will need to fix in-game icons at another date
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Rewrite how labels are set in ItemDefinition DoPrepare. No differences in the results, wasnt broken before, just less potential calls to the asset database
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Turned off sRGB on some floating cities related AO textures, downsized some maps that didn't need to be 2k. Removed obsolete temp textures. Added some ladders around FC1 and FC2 to improve water exit. Removed a few chairs from floating walkways and barges to help with perf. Ran S2P on FC1 and FC2.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cache entity types list and reuse instead of redoing it every time
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Rpg7 viewmodel
- Reduced ironsight curve to re-frame ADS and take up same screen space in ADS as base RPG
- Includes base projectile update script with crosshair options
- Set crosshair to be visible when in ADS
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Updating paintball block out rig
 
                
                
                
                
                
             
         
        
            
            
            
                
                CullingVolume will no longer make a box collider if it already has a collider and that collider is marked as a trigger (allowing non box shapes to be used)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed some awkward interactions with the underground layer controller and deep sea toggle
 
                
                
                
                
                
             
         
        
            
            
            
                
                Refactored fog of war into two separate sets of fog - mainland and deep sea
This solves the hardcore mode and deep sea not coexisting as they both tried to write into the same fog images
Re-enabled opening the map in hardcore/deep sea
Added new server.deepseafogofwar convar, defaults to true on all game modes
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_portal_clamping -> naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed deep sea fog not working on death screen correctly
Fixed fog not calculating while in deep sea until the player opens the map at least once
Possibly fixed fog revealing a couple of pixels on the other side of the world
 
                
                
                
                
                
             
         
        
            
            
            
                
                initial potentially better implementation of screen-space/contact shadows, doesn't work yet
 
                
                
                
                
                
             
         
        
            
            
            
                
                Handle FoliageSpawns recreating in deepsea
Don't stomp activeTerrains when recreating foliage buffers
Fix incorrect terrain size in tropical3 prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clamp position to the output portal when teleporting to and from the deep sea
- primarily fixes running enterdeepsea causing you to teleported to middle of deep sea because it didn't clamp the distance from portal
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                System uses burst cloth instead of unity physics
Set up generic circle charm with burst cloth
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Baseline from hackweek prototype
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                ▉█▍▇▅ ▊▄▋▅ ▉█▇▄ (██▍▇█▋▍ █▌▇▍ ▇▊ ▉▌█▌▊, ▍▍█▍▆▌ ▉▄▉ ▍▇▉▅ ▊ ▋▇▊█ █▅▊)
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from optimize_reduce_dynamic_occlusion -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove the IsEntityDynamic() override in CookingWorkbenchBBQ because that is not the normal BBQ :(
- don't worry about normal bbq anyways, it was already static and seemed to work fine with occlusion
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▌▋▋█▄▋▄▆ ▄ ▅▌▇▍▋ ▅▆ ▉▌▉▉▆▉▌ ▋█▌▌▆▍▊▇ ▉▇▆▌▍▇█▉█ ▄▌ █▅▌ ▌▆▉▉▆▄▉▋▅ ▊▇▍▍▍▆ ▍▋▇█ ▌▆ ▄▊▍▆ ▍▅▇▄██ ▅▋ ▌▊▉ ▆▋▋▉▋▌▅, ▊▉▍██▇▉▆█▄ ▆▊▌ ▊▉▆▆▍▆ ▊▋▆▅▆▄▆ ▊▊▄▊▌ ▅ █▌▄█▆▉▊▍▉ (▅▍▅█▆ ▌▍▋▉ █▉ █▆▇▇ ▇▋ ▇ ▅▊▌▆▌▅▅ ▅▍ ▉ ▅▍▋ ▇▆▅ ▊▆▍▋▌)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Paintball Gun - updated blockout mesh after animation feedback
 
                
                
                
                
                
             
         
        
            
            
            
                
                Null check playable graph when setting animator controller
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from playable_fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add HideZeroWeightEdges toggle to playable graph tooling to make it easier to inspect bloated 100+ node graphs.