131,031 Commits over 4,232 Days - 1.29cph!
greatly reduce low grade fuel cost for boat building
Bugfix: LimitedTurnNavAgent - when path following, ensure facing direction is applied in world space
Previously it was done in navmesh space, causing scientists to look in the sky during dogfight
Tests: observed scientists dogfighting and chasing behaviors - they either looked in direction of run or me
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shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
save++
network++
persistance++
Tweak bbs deployable blocking collider
merge from Cannon_Animation
boat steering anim update
updated cannonball craft, removed duplicate item blueprint comp
crafts 2 at once
Update cannon deployed prefab to use the correct viewmodel camera animation and eye position
More shore material tweaks
fixed floating net, incorrect material assignment to rope_docks on ghost ships
fixed incorrect surface types on adobe frame prefabs
Adjust tropical shore settings
Add tropical underwater visual parameters and blend with shore distance
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
Actually apply and respect render layers when instancing
Fixed boat splash fx not turning back on when a camera re-enters range
Added a SnapPositionTo client RPC, will set the client entity to a given position and snap the positionLerp to the end preventing it from extrapolating
Applied when moving entities in and out of the deep sea
Fixed DeepSeamanager.FindIslandPortalExitPosition failing in craggy because it has no SpawnHandler
Fix tropical1 terrain size (fixes foliage assert), and hopefully stop issue from happening again when adjusting prefabs
Added a new unscaled time invoke handler, uses standard invoke API and is accessible on all FacepunchBehaviours (InvokeRepeatingUnscaledTime, CancelInvokeUnscaledTime, etc)
CoverageQueryFlare uses realtime invoke handler so that it can work as expected in a paused demo
CoverageQueries now updates in unscaled time
Fixes spotlights not hiding/showing based on occlusion in paused demos
Redo confetticannon.deployed renderer simplification
Merge from main
Stomped launch site and confetticannon.deployed changes from main, will need to redo
Merge from mute_dialog_warning_fix
Merge from heli_fixcars_changes_2
Merge from cargoship_updatemovement_nre_fix
Merge from deleteentitiesbyshortname_fix
create floating city calm/breeze/windy ambience defs (just using beach ambience sound defs right now)
assign base defs to some of the floating city ambience zones
ensure SoundPlayerTrigger turns off playImmediately on any SoundPlayer it is managing
fix NREs when attempting to use AmbienceEmitters with only stings and no base loop
Fix MountedWeaponSeat client compile error
Small ramp will stop if it detects a blockage on the construction layer
Use no displacement version of ground plants for floating city pot plants
Add a vehicle world collider to the plank
Fixed some floating city colliders with negative scale, S2P all of them
Added new map icons for ghost ships and floating cities
Added a deep sea mode to the map shader, shows terrain as greyscale
Removed deep sea island icon entirely, they look a lot better in greyscale
- Re-setup, will need wes to fix the rest
naval_update -> Cannon_Animation
Add reset trigger support
pt_boat_polish_pass_2 -> naval_update
- Dont dismount straight into the water
- Add water mask to the bottom of the front turret
merge from naval_update/deep_sea