132,964 Commits over 4,232 Days - 1.31cph!

Merge from naval_update
Today
Added metallic, smoothness, and detail-normal maps to the StandardWithDecal shader to be used for paintable surfaces
Today
Merge: from jobs_noclip_mask_fix - Bugfix for UsePlayerUpdateJobs > 0 NoClip checks incorrectly using vehicle layer mask - Updated unit test to check for above case Tests: ran unit test, tried to push against modular vehicles on craggy
Today
Bugfix: AreNoClipping - fix vehicle layer inclusion logic actually excluding the layer from the mask - Also uncommented one test that I accidentally submitted as commented Tests: ran unit tests - they now pass
Today
Merge up from floating cities subbranch to incorporate food marker container collision fixes, and ladder passes on all FCs.
Today
Adjusted ladder volumes on FC 1, 2, and 3. Full ladder pass on FC4. S2P on all FCs.
Today
Tests: TestNoClipConsistency - add vehicle detail colliders to catch inconsistency - also don't reinvent the wheel with permutation combinations, just use [Values] instead as before Tests: unit test fails (expected, will fix next)
Cherrypick from 138603 (mission fixes)
Merge from naval_missions
- Fix tutorial conversations and mission progression - Fix mission discrepancy warning log which would appear during tutorial - Fix potential out of bounds exception when accessing mission rewards
Today
LS gap, lowered box in gap
Today
handle boat building blocks potentially having a set of parenting triggers from conditional models, added parenting triggers to wall variant prefabs - didn't add them to low walls as they should always be in the volume of a foundation/wall anyway
Today
Tests: Amend TestNoClipConsistency to generate players permutations with non-zero vehiclePauseTime alongside forceCastTime This should trigger a slightly different code path for noclip checks. Still need to generate relevant physics colliders to validate this path. Tests: ran TestNoClipConsistency
Today
Merge: from jobs_coarsedist_crashfix - Bugfix: fixes crash when players connect to a fresh server with UsePlayerUpdateJobs > 0 Tests: local C+S with UsePlayerUpdateJobs 2 enabled from the start - no more exceptions by height and shoredist jobs
Today
Bugfix: UsePlayerUpdateJobs - fix GatherWavesIndicesJobIndirect returning invalid count of deepsea players - Also fixed invalid index usage for acessing positions Tests: local C+S with UsePlayerUpdateJobs 2 enabled from the start - no more exceptions by height and shoredist jobs
Today
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Today
Heavily simplified food market barge (top section) collision
Today
ore & explosive - guide meshes added
Today
Fixed missing door collision on bottom of food market containers. Simplified collision mesh overall.
Today
Swimwear 01 and all variations reposed
Today
box ore - tweak display anchor location
Today
box explosives - updated manifest, updated icon manifest, updated localization.
Today
network++
Today
box explosives - updated model and gibs, updated lod geo, setup prefab, icon created, item created.
Today
Fixed a texture streaming issue in the Icon Render scene where icons were rendered with the wrong mipmap levels
Today
box explosives - updated texture settings
Today
edited lr300 space world model skinning and created/linked attack anim for it in the animator
Today
Enabled AllowKinematicDrift for PlayerBoat
Today
more splat work ferry terminal
Today
Merge from netting_placement_rework
Today
Merge from main
Today
Merge from parent
Today
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Today
more splat on the right of ferry terminal
Today
Boat planner can go into tc tool slots
Today
naval_update -> main
Today
glass surface types for airfield hangars
Today
Add model components to all window bars, embrasures, floor grills, shelves to fix offset bullet impacts and stringpool warnings
Today
deleted stray foundation piece water_well_b
Today
stripped rendererbatch on powerline cardboard crates as that still causes issues
Today
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Today
Enabled RW on 2 bullet meshes to fix 50 cal particle system warnings
Today
merge from fix_boat_teleport_checks -> naval_update
Today
Fix portal teleport check not ignoring the terrain margin properly - make it also ignore TerrainMargin outside of editor too so it works on Craggy standalone (shouldn't affect Procgen as TerrainMargin will never be in the way of the boats)
Today
Set tropical terrain material decal layers 0 & 1
Today
Merge from tropical_shore
Today
Adjust shore and underwater values
Today
Merge from naval_update
Today
soften wallpaper/planner deploy sound and add two more variations since we're hearing it more often now
Today
Fixed mainland fog of war being cleared when deep sea closes