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347 Commits over 30 Days - 0.48cph!

10 Months Ago
Network++
10 Months Ago
CodeGen
10 Months Ago
Merge from main
10 Months Ago
Network++
10 Months Ago
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10 Months Ago
Force ocean fallback on metal (fixes occasional pink ocean in editor)
10 Months Ago
BaseVehicle and HotAirBalloon GetAngularVelocityServer fix
10 Months Ago
Merge from main
10 Months Ago
cherrypicking 84616
10 Months Ago
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10 Months Ago
merge from main
10 Months Ago
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10 Months Ago
disabled shadow proxies on static cars
10 Months Ago
Changed Tugboat physic colliders from metal to wood where appropriate
10 Months Ago
Added additional collider to fix tugboat collision bug
10 Months Ago
Cherry picked 84502 => Fixed bug in shadows w/ alpha cutout
10 Months Ago
Added support for the lights in the tugboat smoke stack at heavy damage levels
10 Months Ago
Sank the tugboat in ferry terminal and updated the loot crates positions that were on it S2P
10 Months Ago
Fixed industrial.wall.lamps incorrect visuals. Model was in a hidden location and a clone of the recently updated non-deployed version which slipped under the radar.
10 Months Ago
Explosives on Tugboat now work the same way as explosives on buildings. A timed explosive on a door doesn't do splash damage to the boat, and a timed explosive on the boat doesn't damage the door.
10 Months Ago
better shadow proxy picks for static cars
10 Months Ago
Ignore "Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported" log
10 Months Ago
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10 Months Ago
Added useCollisionPositionInsteadOfTransform and minimumRigidbodyImpactWeight fields to PhysicsEffects component to better handle effect sfx on large entities like the tugboat useCollisionPositionInsteadOfTransform should be enabled on large objects that could get hit from multiple angles while stationary (enabled on tugboat) minimumRigidbodyImpactWeight allows us to prevent rigidbodies below a certain weight from triggering impact sfx, set to 5.5 on the tugboat to prevent dropped items from playing the boat impact sfx
10 Months Ago
Unsaved change from 84454
10 Months Ago
Hooked up Petur's tugboat damage FX. Disabled the Fire Lights for now until I have a way to turn them on and off properly.
10 Months Ago
Updated the UI tooltip for "occupied" sleeping bag to now include underwater as a possibility
10 Months Ago
Fixed a TugboatSounds NaN issue when scrubbing demos Fixed projectiles getting stuck in endless loops when pausing and scrubbing demos Fixed a PositionLerp NRe when scrubbing demos
10 Months Ago
Removed my tugboat concrete barriers, this has now been handled in a more official capacity.
10 Months Ago
Don't allow spawning from a sleeping bag if it's underwater
10 Months Ago
Minor edit
10 Months Ago
Convar changes: - Tugboat.tugboat_corpse_seconds is now Tugboat.tugcorpseseconds. Default 7200 (2 hours). - New Tugboat.tugdecayminutes replaces MotorRowboat.outsidedecayminutes and MotorRowboat.deepwaterdecayminutes for tugboat. Default 2160 (36 hours). - New MotorRowboat.decaystartdelayminutes sets time between a boat or sub being last used and decay starting. Default 45. This was the previous default but it wasn't convar'd. - New Tugboat.tugdecaystartdelayminutes sets same as the above but for tugboat. Default 1440 (24 hours).
10 Months Ago
Added a ring of PreventBuilding areas around the tugboat, to prevent griefing by building nearby
10 Months Ago
Fixed items dropped on Tugboat sometimes causing tugboat physics stall. Dropped items now use Continuous Speculative. Removed DroppedMode covar. When Unity detects a bad Continuous or Continuous Dynamic collision - i.e. one that looks like it will pass through an object between ticks - it stops the object immediately in place. This is the reason why modular cars must use Discrete physics collision and by extension why we need the Vehicle World physics layer to supply big chunky colliders, and the additional lastPosWasBad checks in ModularCar.Server VehicleFixedUpdate. If we used continuous, cars would occasionally come to an unexplained complete halt when driving fast on rough terrain. Continuous Speculative is a different thing entirely - more like Discrete collision, but the collider bounds extend into the space where they'll be during the next tick. At our low 16Hz tick rate, this wasn't usable for modular cars either as it turned them into something that felt like a big long surfboard at high speeds. QA discovered a bug where Tugboat physics would sometimes glitch out and come to a stop when items were dropped on it while it was moving. This immediately reminded me of the continuous collision resolution problem above, but Tugboat was already using Continuous Speculative - chosen mainly because Continuous Speculative, being designed to handle even kinematic collisions, behaved relatively well when the Tugboat collided with the moving non-rigidbody Cargo Ship. What I've now found is that the Continuous/Continuous Dynamic "move back to previous pos and set velocity to zero" bad-collision fix seems to apply to both members of a collision, even if one isn't on Continuous/Continuous Dynamic. Dropped items were Continuous Dynamic by default, and moving them to the Continuous Speculative layer fixes this bug. I don't expect any trouble with the change since they're relatively slow-moving. The dropped item collision mode was on a convar. Since all options except for Continuous Speculative are likely to cause trouble of some sort on moving physics bodies, I've removed the droppedmode convar entirely.
10 Months Ago
Fixed water from a bucket being so powerful that it sinks tugboats
10 Months Ago
Diver suit texture updates
10 Months Ago
Ferry terminal: Tweaked that one underground hallway shadow, and shifted some lights around in front of the entrance where the spotlight has been baked down into the ground. Ferry S2P
10 Months Ago
fixed broken uvs on front interior
10 Months Ago
recoloured lorrr_trailer unique albedo to match new darker white colour, changed trim_orange material to reflect this too, changed interior collision to allow player to get to the front of interior, added shadow casters for interior
10 Months Ago
Added walls behind tugboat staircases leading to the control cabin Fixed missing geometry under the staircase
10 Months Ago
Fixed DudTimedExplosive briefly switching to world origin positon + network group when becoming dud
10 Months Ago
Fixed NRE edge case when TransformUtil.GetGroundInfo hit the ocean
10 Months Ago
Fixed player no longer parenting to tugboat
10 Months Ago
Teaked the material color values of the trailer lorry
10 Months Ago
Added a couple of concrete blocks to tugboat to block visuals where there's already a collider
10 Months Ago
Fixed up other vehicles that also had identically-named collider objects
10 Months Ago
Fixed water pumps not deploying in rivers