131,237 Commits over 4,232 Days - 1.29cph!
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Added sounds to single and double 50cal reload animations
Final spawns on tropical2
Changed the convar option for hammer such that when disabled the hammer now only shows health info for objects with less than full health (so you can still see what needs repairing).
Fixed casino floor zfighting - S2P FCs
Added naval items to primitive and hardcore tech trees
merge from space_station_building_skin
Merge from naval_update (including network++)
merge from wall_parenting_triggers
Added metallic, smoothness, and detail-normal maps to the StandardWithDecal shader to be used for paintable surfaces
Merge: from jobs_noclip_mask_fix
- Bugfix for UsePlayerUpdateJobs > 0 NoClip checks incorrectly using vehicle layer mask
- Updated unit test to check for above case
Tests: ran unit test, tried to push against modular vehicles on craggy
Bugfix: AreNoClipping - fix vehicle layer inclusion logic actually excluding the layer from the mask
- Also uncommented one test that I accidentally submitted as commented
Tests: ran unit tests - they now pass
Merge up from floating cities subbranch to incorporate food marker container collision fixes, and ladder passes on all FCs.
Adjusted ladder volumes on FC 1, 2, and 3. Full ladder pass on FC4. S2P on all FCs.
Tests: TestNoClipConsistency - add vehicle detail colliders to catch inconsistency
- also don't reinvent the wheel with permutation combinations, just use [Values] instead as before
Tests: unit test fails (expected, will fix next)
Cherrypick from
138603 (mission fixes)
Merge from naval_missions
- Fix tutorial conversations and mission progression
- Fix mission discrepancy warning log which would appear during tutorial
- Fix potential out of bounds exception when accessing mission rewards
LS gap, lowered box in gap
handle boat building blocks potentially having a set of parenting triggers from conditional models, added parenting triggers to wall variant prefabs
- didn't add them to low walls as they should always be in the volume of a foundation/wall anyway
Tests: Amend TestNoClipConsistency to generate players permutations with non-zero vehiclePauseTime alongside forceCastTime
This should trigger a slightly different code path for noclip checks. Still need to generate relevant physics colliders to validate this path.
Tests: ran TestNoClipConsistency
Merge: from jobs_coarsedist_crashfix
- Bugfix: fixes crash when players connect to a fresh server with UsePlayerUpdateJobs > 0
Tests: local C+S with UsePlayerUpdateJobs 2 enabled from the start - no more exceptions by height and shoredist jobs
Bugfix: UsePlayerUpdateJobs - fix GatherWavesIndicesJobIndirect returning invalid count of deepsea players
- Also fixed invalid index usage for acessing positions
Tests: local C+S with UsePlayerUpdateJobs 2 enabled from the start - no more exceptions by height and shoredist jobs
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Heavily simplified food market barge (top section) collision
ore & explosive - guide meshes added
Fixed missing door collision on bottom of food market containers. Simplified collision mesh overall.
Swimwear 01 and all variations reposed
box ore - tweak display anchor location
box explosives - updated manifest, updated icon manifest, updated localization.
box explosives - updated model and gibs, updated lod geo, setup prefab, icon created, item created.
Fixed a texture streaming issue in the Icon Render scene where icons were rendered with the wrong mipmap levels
box explosives - updated texture settings
edited lr300 space world model skinning and created/linked attack anim for it in the animator
Enabled AllowKinematicDrift for PlayerBoat
more splat work ferry terminal
Merge from netting_placement_rework
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more splat on the right of ferry terminal
Boat planner can go into tc tool slots