127,487 Commits over 4,201 Days - 1.26cph!
Paintball Gun - Blockout mesh and materials
Added a null check for shared materials when preloading textures for hotbar items to prevent NREs when a mesh renderer has a null material
Added generic terrain to FC4
Added baked shore vectors
Move the boat vendor on the pier
Setup an HLOD for the scene
Improved shore vectors on FC1,2,3
Removed access to casino top floor from barge in FC2
Updated HLODs on FC2,3
Add compass marker for leaving the deep sea
Fixed beach chair on tropical island 1 pickupable
Add images for the other tropical islands
Merge from floating_cities
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
Fixed negative box collider size on casino barge culling volumes
Added new floating city map marker
S2P FC 1,2,3
Mark LightOccludee as IClientComponent, removes ~1400 unused transforms on the server when loading a floating city
Add new ClientStubComponent - an empty client only component that will stop a hierarchy being stripped but will still allow stripping to occur on the server
Fix mannequins not rendering when spawned on floating city entity (apply ClientStubComponent to entire bone hierarchy)
S2P FC 1,2,3
Added support for CullingVolume to disable LODGroups (optional, see IncludeLodGroup on component)
Enabled on Supplies barge so that skinned meshes are disabled
Fixed S2P flattening applying to children of CullingVolume, this was stopping CullingVolumes working entirely as they rely on the hierarchy
Remove Poolable component on supplies barge clothing
S2P FC 1
Merge from project_hammer
- Fix random low res mip levels by using NativeParallelMultiHashMap instead of FixedList to avoid running out of space.
- Fix dropping off-screen instances to low res mip levels by considering all instances for mip level calculations instead of just culling surviors. The old off-screen behavior can be examined by setting `indirect_instancing.streaming_use_all_instances 0`.
- Mitigate dropping Unity renderers to low res mip levels when Unity's and Indirect Instancing streaming systems disagree by calling ClearRequestedMipmapLevel() when we have determined mip 7.
scientist_boat_ai -> naval_update
Dont kill rest of the scientists when the driver dies (not intentional)
scientist_boat_ai -> naval_update
Only allow killing scientists to happen once
Call die on scientists so the loot bags spawn
Fix logic bug in pursue player that could possibly cause recursive behaviour (Active target check was flipped)
naval_update -> scientist_boat_ai
pt_boat_2 -> naval_update
merge from deep_sea_repel -> naval_update
Fix NRE when checking if vehicle is near portal and needs repel force but portal / deep sea entity hasn't been spawned yet
Add collider to the back of the deep sea portals so it's not possible to get fully through the trigger but not teleported
Fix playerboat.SetSailsOpen not working because of auth and wrong player position
Bugfix: AnalyticsV2 - fix invalid Json aggregation
- logs are aggregated again to reduce spam
This breaks azure bulk aggregation, but now the code structure is in place to support both
Tests: ran unit tests
Add repel force for vehicles that aren't allowed to teleport before they reach the entrance & exit portal
- split old repel code into separate method
- check both portal distance and normal ValidBounds distance on the main island
- only check portal distance in deep sea
Split into `CanTeleportToDeepSea()` and `CanTeleportToMainIsland()` incase we need that functionality later, both call the same "can this entity teleport" method for now
Added hackable crate to ghost ships
When the deep sea opens, we spawn one single hackable crate in a random ghost ship
Added deepsea.hackablecrates_count, default to 1
Bugfix: AnalyticsV2 - don't miss client-only initialization during bootstrap flow
Tests: monitored client bootstrap analytics
fix world model outline not showing on loaded rpg ammo (for dropped item)
- added a check before showing world outlines for if the transfom is active in hierarchy, if not, no outline
merge from cannon_water_fixes
FIx cannon water factor override only existing on clients
Floating city 1 2 3 scene2prefab
Fix floating point overlow in mip level calculation