91 Commits over 215 Days - 0.02cph!
merge cannon_fuseburn to main
Fix cannon aim jitter on high ping when reloading and lighting the fuse
merge cannon_fuse_burn to main
Fix cannon handle spinning due to buoyancy.
merge randomize_seed to main
merge debug_simulate_latency to main
adds cvar `client.receiveLatency` (client admin) to main to help with testing high ping in Client/Server mode.
Fix cannon jitter when reloading and firing at high ping.
merge cannon_fuse_burn into main
Add error icon next to the domain reload toolbar toggle to make it more clear that it shouldn't be used in CLIENT or SERVER modes.
Fix crash with paddling pool unloading.
Only evaluate entties in showentities once, otherwise it's really slow on bigger scenes.
Add `debug.showentities entityname radius duration client` to debug draw invisible entities in a radius.
merge buoyancy_fixes to main
Fix trails following cannonballs during reloads and when moving the cannon around.
merge buoyancy_fixes to main
merge cannon_protection to main
merge from cannon_slowdown
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merge nre_fix back to main
Default buoyancy batching to on.
merge cannon window clipping fix
merge small cannon fixes to main
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merge back updated tropical1
Fix native grid crash from completely broken clamping, add tests for native grid.
Add buoyancy null checks to fix init errors when loading saves
Fix crash from unclamped indices when batch fetching flow directions.
Fix error from pasting dead boats, only update submerged states of filtered buoyancies.
Add cannon reload animations to the shared content bundle.
Bump up cannon health by 3x to 1000.
Fix camera clipping while aiming the cannon on a boat.
Add another query check for native grids. dont set water infos if queries dont find anything
Fix native grid crash with buoyancy batching enabled
Another burst compile error
merge back buoyancy_improvements.
shared static buffer size changed - pulling this changeset requires an editor restart.
Fix error from trying to stop one shot animations when the player is already gone, for e.g. when exiting network range.
Attach cannon ball to hands when reloading cannons.
Fix gestures not playing audio unless you play a different gesture, transition back to the entry state when ending a gesture. (playable graph quirk)
Reset playable graph state on disable to hopefully fix more pooling issues.
Fix workshop player models not playing their animations.
Clear indicesToCheck list before reusing it for water collision ignores.
Fixes native crash from projectile batching, and buoyancy batching breaking after enabling the deepsea.
(Hopefully) Fix player animations sometimes being left in weird states because of pooling.
Clean up the way we release animation handles to make sure the input ports always get disconnected regardless of whether the handle is valid or not, release handles when pooling players.
Fix crash from accessing null playable graphs and playables when releasing animation handles.
Validate graphs when setting animation handle progress - fixes cannon reload error spam.
merge buoyancy batching progress to main, off by default. toggled by `buoyancy.use_batching`
Fix player models continuing to play animations in demos when paused.
Fix world model outlines not displaying when using skip domain reload.
Fix playmode being broken due to outdated protobuf serializer or merge conflict.
Make grid constructor parameters optional to support static field codegen.