136,606 Commits over 4,324 Days - 1.32cph!
Update: client now hovers last spectated player's position in third-person mode when spectated player disconnects/gets nuked
Tests: spectated player that disconnected - started orbiting. spectated as only player on server - orbiting original position (as before)
Revert to a better cs: #
144447
added ddraw to playerboat.lookatdragbyangle command
Update: when spectated player disconnects, stay spectating above their player
Don't like how the logic is tied to the player/sleeper, need to improve on the clientside
Tests: spectated player, then that player disconnected - stayed in an area
merge from collider_cleanup_feb_26
Fix GroundWatch not working for large battery, splitter, volcano fireworks (recent regressions) and fishtrap (old issue)
New deployable test for the root cause, there has to be at least one collider on a layer visible to GroundWatch, otherwise it never gets notified
server_browser_obfuscation_fix -> main
Dont obfuscate ping assmembly
Set deep sea buoy flares LOD to dynamic so their distances are respected (LODGrid stops refreshing statics after >500m)
Fixed DistanceFlareLOD not refreshing on enable/disable, and fixed the broken fading
merge from junkpile_water_clip_fix
realmed removed rigidbody component from junkpile_water_(a/b/c) prefabs
ammo box - fix lod assignment in art prefab, disabled shadows for lod3
wood box - unlinking prefab as variant of original box prefab
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comps box gibs and corpse
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Automated find prefabs with standard shader and disable object motion vectors. Add command to print meshrenderers with motion vectors on in scene.
Merge from baked_mesh_optim
Apply proper bounds, fixes terrain rendering
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main -> sendmodelstate_optim
playerboat_deployable_snapping -> main
Dont use root - was grabbing the boats rotation
Snapping now works as well on boats as it does on land.
Boat snapping has slight spacing between it when compared to land spacing, this is to accomodate the up and down motion of the waves
- TerrainHoles support
- Add compute blit when using R16 format
- Only create R16 map when enabled
- Change low res heightmap to use full uint16 range
- Initialise groupthread min and max at texture bounds to fix border values
Revert to version of NMS scene from
140572 (with broken rock references)
Reapply no respawn zone
Fixes NMS not spawning
Project y directions rather than assuming y = 0
Reduced magnet force
Only apply magnet force on one boat at a time, the closest
Turn other instances of Vector3.up into ent up
Static boat stations won't pull in anchored boats
Very basics to setup deployable snapping on player boats.
Still hard to do anything in large waves
Prefix the frame count in all midi debug messages
Added midiconvar.bufferProtection, prevents more than one identical midi binding firing in a single frame
May help midi bindings/stream decks continue to work after the MIDI changes in Win11 25h2
Fix save corruption issue