129,354 Commits over 4,201 Days - 1.28cph!
Extra check to make sure tutorial islands bounds can't spawn inside the deep sea bounds
When you hack the ghost ship crate:
- A group of scientist boats will spawn nearby
- Drive to the ghost ship and mark it as a protected area
- Will attempt to engage the players who just hacked the crate
Apply shelf
11708 from aron.s, fixes growable interactions in floating city
Fix being able to open farm door from below
Merge from naval_missions
Codegen, rebuild phrases, update manifest
Run FishingVillageB S2P
merge from fix_impostors_not_deleting -> naval_update
Fixed small ramp getting destroyed when entering/exiting build mode
- Add support for incremental bonus rewards, to dispense a reward depending on how close we got to the objective target. Setup for underwater labs bonus objective
- Add option for distance threshold for kills from team members on KillEntity objective types. Enabled this and set to 50m for the scientist boat hunt mission objective
- Decreased scientist boat hunt target amount to 8 and updated mission phrases to be specific to RHIB
- Increased wood item amount for floating city wood delivery mission
Add in methods to find free positions (for boat spawning) in radius's around centre point
Fix more mounted weapon set NREs
Fix trees impostors in the deep sea getting stuck showing after resetting the deep sea and reconnecting
- switch TreeManager from using local position when registering trees to using world position
- fixes trees spawned parented to the island (before they are unparented) from being spawned in one tree grid but deleted from a different one
- add ServerWorldPosition to keep existing behavior until we figure out if we are renaming ServerPosition
Partially reverted
134856, causing some issues
Refactor boat spawning code into a generic static method so I can spawn boat groups from anywhere
naval_update -> scientist_boats_gameplay_2
naval_update/deep_sea -> naval_update
Increased player search range of PT Boat and RHIB
PTBoat has much higher range. This means that a PT Boat will be most likely find a target and inform the group
Its in the players best interest to kill the PT Boats, preventing groups from coming at them
scientist_boats_gameplay_2 -> naval_update
Made RHIB scientists way less tanky
Destroy all windows and doors when a boat is destroyed and starts to sink
Fix SetGesture() not working right with the new playables system.
After recreating the playables graph animation controller we need to wait a full frame to allow the animator to be properly relinked.
We can then apply weights as normal.
Sleeping gestures etc were being ignored before: should now be back to normal
merge from fix_team_chat_carryover -> main
potential fix for staying in team chat after switching servers
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Also show block health if damaged or player is holding hammer
disable biome fog when in deep sea
remove redundant SprayFailReason.MountedBlocked debug log
Force animator warmup to wait a frame for playables to intiialise first. This prevents calls to animator.Update() without a frame buffer in the middle
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Fixed some DoD materials
* Fixed excessive reflections on that one map, fixed footstep sounds mostly, fixed that one missing texture on that one prop
Fixed some unlocalized strings in spawnmenu
DBinder improvements
* Added localization (NONE, PRESS A KEY), added a tooltip that explains its usage (right click to clear), added ability to middle click to reset to default, just like sliders.
Added ability to randomize/clear only one category in Faceposer
scientist_boats_gameplay_2 -> naval_update
Removed gibbable script from barricade stones in casino barge
Re trigger animator to fix issues with mounting helis.
merge from deployguide_swamp_brightness_fix
fix deploy guide darkening when entering swamp
Destroy graphs on disable and recreate them
Toned down the waves when crossing the portal as its client only
Merge: from baseplayer_serverupdateparallel
- Optimizes ServerOcclusion by reordering work and reducing number of pairs considered
- Optimizes parallel snapshot send out by reducing Pool contention
- General optims via reduced profiler instrumentation (new ServerProfiler.Core binaries)
Tests: 2p session on craggy with teleporting around and various occlusion scenarios (invis, dead, normal occluded, in view)
merge from naval_update/block_items_boats
Setup playable graph for other players after animator warm up to fix crash during animator.update.
Block all items not deployable on tugboats on player boats as well
Wolf Headdress improved skinning