131,084 Commits over 4,232 Days - 1.29cph!
Renaming ruins to ruins_C for clarity.
Coconut hydration 60 > 50
Bugfix: Run same network-group-inheritance checks on client when recieving snapshots
This resovles a scenario where dropped items/players on a cargoship/crane/etc have local net group, but client resolves global net group.
Tests: Spawned cargo ship, spawned NPC, player - killed both. dropped items. flew away, destroyed them via console, flew back - they were gone
ScarecrowHead, FrankensteinMask and BanditOutfit repose
50cal reload sounds added to the animation of the single 50cal
Chages on the casino ambience and wind ambience
box ore - lods, gibs, prefab setup, icon setup, updated manifest and localization, icon manifest updated, updated model with matrix
Fixing health info exceptions after 1st round of testing
- sinking boats, generalized
- horses health info obscuring view
Merge from naval_missions
Fixed clipping issues on temperate, tundra and arctic trees when viewing them from steep angles
Small improvements to air wolf vendor conversation and some more english dialogue string fixes
Bunker cannon tweak & sandbags that match the tropical islands.
merge from main - will need manifest rebuilding
rebuilt manifest and skins
adjusted world model emissive values to match viewmodel
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added emissive texture to front sight
NPC's can now have dialogue when you go to talk to them to complete missions.
Set this up for all the new naval missions.
Conversations now exit upon pressing the button to complete a mission.
Made chamfered edges on artist canvases paintable to improve seamless tiling across multiple canvases
changes on wind ambiences for the floating cities and casino ambience set up
All combat entities (things with health) show health info below a set health threshold (default 75%), or for 1s after being attacked, or when the player is holding a hammer.
- Some exceptions still apply, like when mounted to vehicles, but most things have been changed to be in parity with the new standardization
updated vm lr300 space gun reload anim
Bugfix: handle spawn groups on non-baseentity gameobjects
Tests: procgen 2.5k in editor
space lr300 icon and hooked up to item prefab and steam item
Binoculars anim refresh polish
Clear TriggerHurtNotChild source entity/hurt trigger user when converting boats to editable
M92 - Added updated viewmodel and worldmodel
Simple fix to a broken collider on one of the control panels in NMS that would allow to drop backpacks inside them
Fixed alpha on gibs. Fixed orientation of XXL canvas in painting mode.
Disabled vcol modulation on crates material. Batching messes up vcol when grouping meshes.
Fixed the bug with changing renderscale/dlss with Volumetric clouds set to Ultra that would blit the wrong texture to the screen
enabled decal layers [all] on mboat materials
Fixed broken shadows on improvised_walkway_roof_tarp_300x600_a
Fixed the render texture memory leak in the Icon Render scene
LODs and gibs for artist canvas L, XL, XXL + prefab setup
updated vm and 3p lr300 space gun anims
Added incen rockets to fixcars 3
Added a help field to the fixcars
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Flare weapon refresh animation polish
naval_update -> main - Staging wipe, Course locked, no piviting now
Merge: from navmeshsurface_optim
- Optim: Ghostships now use a static, detached navmesh, saving us on navmesh re-integration every physics step
- New scientists adapted to work with detached navmesh
- In C+S editor, we now automatically exclude client-scene entities from dynamic navmesh gen
Tests: spawned all ghost ships, observed scientists patrolling, dogfighting, sprinting