347 Commits over 123 Days - 0.12cph!
Refactor StripBatchingComponents into StripComponents<T>, add StripNavmeshObstacles to fix unstable ghostship navigation.
Play cannon fire fx when shooting the cannon, add effect recycle to cannon fx.
Fix cannonballs hiding the rpg prefab until they were moving rather than their own visuals. wtf
Add projectile info for cannonballs
Add buoyancy wave amplitude for ghost ships, set it to 40% for now.
Draw general editor prefs in Rust Editor
merge disable_deepsea_pref
Add "DisableDeepSea" pref to editor prefs
Fix autocomplete issues with chained commands, fix command history issues with new lines.
Bump up max ray hits on query vis, burst compile invalidating ray hits (this probably won't make much of a difference, more of a setup for future unmanaged validation)
Keep aim dir on cannons local whenever they're parented(to a boat), change all of the writes to aim dir to assume the same.
Fix crash when changing mesh quality levels near a ghost ship
Fix scientists moonwalking on ghost ships
Fix InfoZone NRE from scientists on ghostships
merge npc parenting to naval update.
merge back cannon and player animator fixes to naval_update
Embed playable graph tooling
Reset base animator layer weight whenever we're not playing one shots.
Add server convar to allow mounting the cannons outside of boats
Revert cannon prefab to before it exploded
Add parenting to NPCSpawner and set it up for ghostships
Fix scientists walking through the container on ghostship_d
Fix player model playable graph NRE on other players.
push up 2nd half of the asset
Push up new meshing asset with source
Fix buried items error when loading a save file
merge from more_cannon_fixes
Sails/planks/anchors/steering wheels can no longer be placed on normal construction
You can't no longer use a normal planner on boat netting,
Hulls no longer work on normal terrain.
merge from more_cannon_fixes to naval_update
Add `SocketMod_BoatBuildingBlock` to handle only placing cannons on player boats.
Limit cannon deploying only to construction
merge from cannon_animation
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
merge fix_invisible_nametags to main
MemClear query vis arrays before scheduling new jobs to fix nametags sometimes staying invisible after teleporting.
Fix cannon rotation being independent of the boat when turning.
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.
merge tropical1_prefab to deep_sea
Setup s2p for tropical1, bake the prefab
Bake terrain mesh with LODs for tropical_1
merge terrain to mesh utility into deep_sea
Implement cannon reloading animations
Implement animation handles for code driven player model animations, basically the same as one shots but with a way to control them after they get added to the mixer.
Implement one shot in/out blending. Fix input weight on the main animation controller always being set to 0, causing transitions to jitter.