138,192 Commits over 4,324 Days - 1.33cph!
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
Apartment complex b progress
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Fixed limited store countdown showing "Refreshed in 6 days" when the skins are late
Fixed owned items still showing up at the top of the limited and featured store when featured
Added some arrow buttons and keyboard controls to store galleries (general and limited tabs)
Merge from naval_cleanup_scientist_fixes
Added a new font to support some missing currency symbol
Added some missing currencies to the price formatter
Added a way to embed styles in RustControl components instead of having to create new StyleAssets every single time
Merge from main (knife.combat.entity and sunken.knife.combat.entity use versions from main)
merge from storepage_boxes
Added toast when the deep sea opens
Salvaged cleaver audio rework and implementation
merge from deepsea_fixes/loot
Terrain collision update tests
- Implement CPU heightmap functions in GPU compute (HeightMapApply), should remove need for map sync
- Profile tests for AddHeight and SetHeightsDelayLOD using a limited texel area
- Add option to use terrain R16 maps, and the active terrain render texture
- Use R16 UAV heightmap for compute and terrain vertex shader
- Improve camera culling by including min/max height of cell
Apply the same changes to all 4 tropical islands, expecting similar savings
Simplify the tutorial island mesh collider in blender, most of the detail was under the ocean and in a grid pattern so not needed
293k tris -> 17k
8.53mb -> 496kb on disk
Should go from 29.3mb in memory to 500kb, will need to verify final savings in build
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Equip Weapon Tool now looks through children of selected object before rescanning from the transform root
Merge from sunken_and_combat_knife_orientation_fix
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Merge from increased_deepsea_render
Applied LODGroupDeepSeaConfig to RHIB and PT boat
Added a new LODGroupDeepSeaConfig component for stuff using LODGroups, modifies the culling screen height percentage if the renderer is in the deep sea
Applied to sails
LOD components that are dynamic and in the deep sea will now return a quarter of the actual distance in GetDistance, should make things render further out without having to make changes across all prefabs
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