130,594 Commits over 4,232 Days - 1.29cph!
    
    
    
        
        
        
        
            
            
            
                
                change flare entity proto enum to dodge naval update conflicts
 
                
                
                
                
                
             
         
        
            
            
            
                
                HeightData baking support
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                Moved storage adaptor protobuf to 217
209 to 216 is reserved for naval_update
Codegen
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                code clean up, fix change for dropping grenades
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                Two WIP behaviours that need unifying, beginning to fix unbeaching forces as well as implementing a MaxVelocity modifier in shallow water
- both are querying shore vector and water depth information from the same points, we should do this in one place and 
- need to fix querying water depth as we don't have height info in the deep sea and it breaks it, don't want to do raycasts so we need to blit this in as well really
 
                
                
                
                
                
             
         
        
            
            
            
                
                change position of flare FX, add flare ready/dryfire sounds for mini and scrappie
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Syringe animation updates
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge: from save_viewer_extras
- Save viewer can now filter for mobile(Sync Position) prefabs
- It can also aggregate by prefab
Tests: opened a save from the playtest
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update(editor): SaveViewer - adjust what we display if we're in aggregate mode or not
Shows count in aggregate mode, otherwise shows ID and Parent ID
Tests: opened a save from playtest
 
                
                
                
                
                
             
         
        
            
            
            
                
                Switch ai.npcBarksEnabled to a replicated var to fix client compile for now.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update(editor): SaveViewer - sort aggregates in descending order by default
Tests: viewed a save in aggregate mode
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update(editor): SaveViewer - add toggle to aggregate by prefab
Tests: inspected aggregated entities from playtest save
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix scientists rushing when grenade throw fails
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove the animation on build
 
                
                
                
                
                
             
         
        
            
            
            
                
                tweaked guide material settings for enhanced readability of geometric details
 
                
                
                
                
                
             
         
        
            
            
            
                
                changed RPG7 name to RPG Launcher in engine file
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed portal backing colliders being rotated the wrong way, they were not using the portal rotation
Renamed some stuff to avoid confusion
 
                
                
                
                
                
             
         
        
            
            
            
                
                Eye following view (if you want it)
 
                
                
                
                
                
             
         
        
            
            
            
                
                New scientists used to sprint into cover when out of bullets, now they'll slowly walk for 1s before sprinting to give a larger window of opportunity to players
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Bumped fish pie comfort from 25% to 100%
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjusted tarp alpha cutoff settings to get red of shadow flickering issues
 
                
                
                
                
                
             
         
        
            
            
            
                
                Let's not server cull the collision for hull.triangle...
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reduce new scientists damage, and remove all voicelines (they won't talk anymore)
 
                
                
                
                
                
                    
    
        
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                Updated HLODs for FC 2,3 and 4
 
                
                
                
                
                
             
         
        
            
            
            
                
                persistance++ blueprint wipe
 
                
                
                
                
                
                    
    
        
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                removed workbench scrap crafting cost, scrap to be invested stright into unlocks
 
                
                
                
                
                
                    
    
        
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                Update(editor): SaveViewer - add a "SyncPos Only" toggle
Need it to figure out what caused high counts of syncpos networkables on the server
Tests: viewed a save from the playtest
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed 10% tax on WB1
Removed 20% tax on WB2
Common unlock cost: 10 from 20
Uncommon unlock cost: 20 from 75
Rare unlock cost: 40 from 125
Very rare unlock cost: 75 from 500
Values subject to change
 
                
                
                
                
                
                    
    
        
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                playables_fixes_2 -> naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix ArgumentException: The Playable is invalid. It has either been Disposed or was never created happening with BlendOneShotWeights.
- Properly nuke the coroutine method
- Extra protection in the co-routine itself to stop this from NRE'ing
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from show_toggle_growable_ui
 
                
                
                
                
                
             
         
        
            
            
            
                
                Imported and Implemented the loot storage and 50cal turret sounds
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from better_npc_grenades
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove logs and ddraw, hook to scientist but keep inactive for now