136,443 Commits over 4,324 Days - 1.31cph!
Remove DeveloperOnly visibility flag from skins_access due to some servers relying on it being visible
Fix skins_access -1 not working with default wallpapers
Fixed fluid splitter and fluid combiner not deployable on soft side walls, regression from io_boats
merge from doors_placingthroughwalls_fix
merge buoyancy_fixes to main
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comps box - added lods, split base and lid for mesh lod, tweaked material values
metal box - reduced lod1 distance
Added an alternative LOS check position for all single doors, double doors and garage door
Fixes "Placing through walls" error popping up when you're clearly not placing them through walls
Fixed Gibbable NRE introduced in
144214
Base kiosk trim textures (still WIP) plus preview mesh. Renamed old test materials to get em out the way.
merge from gibbable_skins_fix
Fixed BBQ and garage door gibs not being skinned
merge cannon_protection to main
- More categorisation
- Show resource path if its a place decor component
Merge from desctructible_boat_wrecks
- No need to generate cliff topology twice or process procedural objects twice
- Expose Disabled flag in inspector
- Change path to be 'Window/Map Creator'
some model fixes and conditional polish for low wall corners
Hide arrow buttons if we only have 1 gallery element
merge from store_fixes_feb
Remove UseWreckStabilityUpThreshold.
Destroy flagged items and make wreck destructible at the same time (20s)
Merge: from remove_old_occlusion_group_logic
- Clean: more code removal in unit tests to silence Rider
Tests: ran unit tests
Clean: remove more dead code/checks
Missed some leftover if(true) style code
Tests: ran unit tests
Force-disable Occlusion Culling when Indirect Instancing is enabled. (Only until Indirect Instancing can ingest result data from Occlusion Culling)
Merge: from main (yeah, weird one - redo of CL 143929)
When I did a server merge from extend_perf_telem, plastic warned me that another change made it to main, but commit bot reported mine merged. In reality it wasn't fully merged, just "attached". This should fix it.
Tests: compiler simulator in editor
merge from cannon_slowdown
merge from redirect_snapping
Deployables can now snap to redirects of itself
All the component boxes now snap to each other
turned of SRGB on a number of box textures, mostly metal/rough
reenable_mountable_parenting -> main
Re-enable mountable parenting on RHIBs, Player Boats and 50 Cals.
Staying away from Cannons + Ballista for now
Move cannon hit checking to TakeDamage, balance cannon slowdown so that its actually noticeable (0.7->0.3)
merge from hackweek_fill_containers_rand
Massively refactor and streamline the filling logic to avoid a bunch of duplication
In addition to `fillinventory` there's now use `fillcontainer` and `fillcontainer_radius` to fill containers with random items
Works with storage containers and container io entities, prints out the ones filled, and warns if a container couldn't accept some of the items
Merge from blendedsoundloops_onvalidate_fix
Check if SoundDefinition template is valid before accessing it in BlendedSoundLoops::OnValidate
Fixes error spam in editor
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Remove "Disable Platform Services" from iteration speed editor menu, it breaks way too often while other settings are generally safe to use.
Add cvar for controlling cannon hit slowdown on boats
exported updated 3p bone knife anims