129,113 Commits over 4,232 Days - 1.27cph!
placeholder setup of viewmodel (so Pedro can see textures)
-set materials to import on model
naval_update -> scientist_boat_ai_improvements_3
turret_head_animations -> naval_update
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Bugfix: UseOcclusionV2 - handle spectating players
Since we no longer do bidirectional checks when iterating occlusion groups, we ended up missing out on spectators and wouldn't allow replication to them.
Tests: on craggy with UsePlayerUpdateJobs 2, flew far away to get outside of network range then started spectating - could see target moving.
Adjust rhib scientists HP
More oil rig boat ai avoidance layer adjustments
Update to rear 50cal character position + timing changes on front 50cal weapon anims
rocket launcher rpg despawn set
Fixed some indirect lighting issues with the lit shader in RRP
delete phantom minifridge icon in root
fixed animated camera issues
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
- Much wider steering force for seeking targets (should help navigate around large obstacles better, eg one side of oil to other)
- Less attempts to reverse when we can just go forward
merge from cargo_egress_fix
Fixed cargo still able to go through oil rig when egressing
bug fix's for a selection of player update 3p animations
Remove scrap cost from io table to bring in-line with workbench
merge from green_hazmat
Steamunlock - todo
Texture size optimization.
Merging main branch to fpbuild_jenkins
Merge: from spectate_dontfloodsnapshots
- Bugfix for occlusion not destroying all players in UsePlayerUpdateJobs 2 mode
Tests: 2p on craggy - used hill as obstruction, checked entity lists on both clients in editor
Bugfix: UsePlayerTasks - calculate end of batch correctly in SendEntityDestroyMessages_AsyncState
This was causing server occlusion to skip sending some of destroy commands (from last batch), leaving a phantom player
Tests: on Craggy went on behind hill, then checked editor entity list - confirmed that replicated players got removed on both ends
merge from minifridge
lighting and techtree - todo
Fixed incorrect elevator power usage
base mini fridge gameplay pass
Merge from hackweek_boxsorting
Enabled sorting on all DLC storage items (including all barrels)
Fixed translation not working
Merge from puzzle_reset_changes
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Enable ProvidesParentingTrigger on frame & triangle frame, fixes players getting thrown off boats.
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Remove some debug log spam
Added a toast if the player is in range of a monument resetting to tell them to leave, off by default (server.monumentPuzzleResetWarnings)
Fix push option showing all the time
world model for planner blueprints