128,676 Commits over 4,201 Days - 1.28cph!
renaming new medical syringe fbxs
Allow enable_marker_teleport convar to be set from the server
Fix "converting to lowercase" warning when opening mute player dialog
fixed floating mesh decal on ghostship C/D back gate
seaweed decal - removed decal layer 0
adjusted some materials to receive it on layer 1
re-set garage door workshop max texture res to 2048 (up from 1024)
Smoother transition walking into the ship's bridge room
Fixcars admin command now fuels up boat engines
wip xmas ceilingpaper, updated wallpaperbase.sav file
Wider collision gap around the ghost ship mast ladder spot
Removed mesh from cannon gib that was not a gib and had no backfaces
merge from Halloween_25_Update
Fixed Halloween UI not display during event
Fixed boat ladder pickup giving a regular ladder
Merge from floating_cities
Switched monument entities either to simple models or immortal, non-pickupable versions of the entity (Affects connected speakers, boom boxes, beach table and beach chairs)
S2P floating city 1, 2, 3
Converted chicken coop chickens to move in local space, fixes them floating into outer space when deployed on a boat
Also generated convex colliders for the hutch so we don't get non convex mesh errors when deploying on boats
Merge from foliage_instancing_islands
Clean up left over shader constants
Remove unused foliage terrain cbuffer update functions
Add support for a projectile to declare override projectiles based on a weapon
Create prefab variants for standard/hv/incen rockets, they get spawned instead of regular rockets
Add a small delay after the reload is finished before resuming active rocket handling to allow for a bit of latency
Remove CPU height sampling option can't be supported with mesh terrains
Do not invalidate cells when pushing a mesh terrain (only invalidate when nearest is changed)
Update terrain cbuffer after switching terrain data
Add support for showing rocket in left hand during reload
WIP showing ammo on 3rd person model
Setup SwapAmmo component on RPG vm
floating city 4 prop pass
Disable tutorial spawns on both possible deep sea sides
More Terrainmeta switchover tweaks
merge from deployguide_water_refraction
deploy guide renders in refraction under translucent water
Update: extract how we gather network group subscribers into a ISubscriberStrategy
- implemented a DefaultSubscriberStrategy
This CL doesn't have any logic change, it just reorganizes code so that we can start overwriting this(need it for spectating now and parallel processing in the future).
Tests: 2p on craggy - saw the island entities spawn in as well as the players replicate
Better scientist mount position spawning code
Compile fixes
Ensure boats have minimum: driver and turrets
Then at least 1 other
Then we coin flip each subsequent scientist
Spawn rhibs facing towards the deep sea centre
Bugfix: spectators now subscribe to spectatees via secondary group
This prevents spectatee from being culled out by network grid onthe spectators end, leading to NREs. This is temporary solution, as it doesn't have the same network range as the primary group.
Tests: spectating a palyer on craggy, then flew around till the island was no longer visible
naval_update -> pt_boat_2
- Fix rendering issues due to various jobs executing for command indices that are no longer in use.
- Fix broken debug draw when damage region bitscan job is active.
- Split `surviving_command_counts` into `command_counts_after_culling` and `command_counts_after_reordering` for clarity.
- Create a universal IsCallVisible() function instead of the mess we had before
Added a DeepSea folder for its weather presets
Apply a hack for clients missing MainEyePos