130,887 Commits over 4,232 Days - 1.29cph!
Bugfix: SpawnGroup now applies entitie's world<->navmesh transformations when picking a spawn point
Tests: Spawned ghostship - all NPCs spawned, but not moving (likely my other experimental code borks it)
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All sizes (S - XXL) of seamless artist canvas added and functional. No LODs, gibs, or icons yet
50cal_animations -> naval_update
closed gaps at floor level on watch towers
Up the updaterate since we are using serverside movement
Set both turrets to be serverside only. Won't be as smooth but its release-able
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filler in gap quality 0 Launch site
boat engine now uses more fuel per sec
fixed wooden_building_c LOD1 roof not double sided
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
Update: DynamicNavMesh allows to exclude specific navmesh source roots
- Ghostships register to be excluded, since they have their own baked navmesh
- [editor-only] Added logic to exclude all roots from the client scene
This CL also has some temp ghostship debug code (offsets navmesh to validate it)
Tests: in water world spawned a GhostShip and enabled AI - only backed navmesh popped into existence. AI didn't spawn - need to investigate next
small oilrig set dressing fixes
Fixed repel forces blocking whitelisted boats inside the deep sea
bunch of shadow proxies to fix light leaking in oilrig
50cal_animations -> naval_update
Fixed merge conflicts:
- Rewired up turret screenshake effects
- Fixed broken values/references
updated vm lr300 space anims
naval_update -> 50cal_animations (2)
naval_update -> 50cal_animations (merge issues)
fixed stairs being ass at excavator smaller machine
tweaks to rocks in WTP to avoid poking out of cliffs
removed rendererbatch from drain and manhole cover prefabs
raised them by a bit in ferryterminal to be sure
added prevent movement volume to block LOS error spot
Glass small surface type for industrial buildings
plugged more holes in countryside tunnel entrance
Space LR300 - Added emissive sights to worldmodel
env volume fix at computer station room at train tunnel hatches
added boat hull movement sounds
Add ammo display deploy fade-in
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text
rebaked powerlines LOD2 textures
actually include emissive for alex m
updated textures inc emissive for alex m
cake entity fix and krieg shotgun updates
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Removed MonumentInfo components used in the deep sea
Added a safeguard in MonumentInfo so monuments in the deep sea aren't added to TerrainMeta.Path.Monuments, it causes issues down the line when the deep sea closes
Fixed NRE when calling AdminKillNoLoot on BoatAI, storage container ent wasn't loaded yet...
Fixed rad volumes still spawning on the exit side of the deep sea
update to lr300 viewmodel with right hand mag release
Fixed Spot with inaccurate colliders on cargoship