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347 Commits over 30 Days - 0.48cph!
Fixed more duplicate bone names no Tugboat
Added an editor-only warning in Model.cs for bones without unique names. Now in the future instead of spending an hour tracking down why decals are in the wrong place and eventually discovering it's duplicate bone names, I'll be able to spend an hour tracking down why decals are in the wrong place and then finally remember to look for this warning.
Fixed two GameObjects in the Tugboat collider set both being called "Misc" causing bullet decals to show up in an offset position due to the bone ID finder selecting a different bone than the initially hit bone when re-converting the local space hit point to world space.
Speculative NRE fix for NVG camera issue, wasn't able to reproduce in the editor for a proper stack trace
Re-enabled world item parenting on tugboat. Having it off seems to cause more problems than it solves - we can tackle items falling through the boat a different way.
Don't parent NPC players to tugboat
Switched Tugboat to use Continuous Speculative collision instead of Continuous Dynamic. This seems to get less confused by Cargo Ship's weird non-physics collisions, since it's made to handle kinematic situations.
Increased depth of Cargo bow trigger and modified TriggerVehiclePush again
Fixed cargo ship not pushing tugboat well with its bow wave push trigger
updated Abyss metal hatchet ao so some barnacles aren't so dark
Don't apply mounted length modifier to cloth for standing poses
Fix wonky simulation space logic causing weird movement on held/holstered items when parented
Fixed broken river shader when water reflections were set to 0
Can no longer deploy deluxe christmas lights on doors (since they don't move with the door)
Fixed Ferry Terminal spawning in arctic biome
Reverted flashlight projector changes to previous values
Fixed moonpool prevent building volumes now being too small
Fixed LightColor, SunRayColor and MoonRayColor ocean overrides not applying (shader-improvements regression)
Slight tweak to the change in
84337 to ensure containers can be in the output/input list twice
Increased tugboat flatWaterLerp to 0.4. Let's still bump on the waves a bit.
Removed unused buoyancy waveHeightScale var.
Set up Water5 correction forces for Tugboat
Decreased tugboat drag. Set tugboat MaxVelocity value.
Replaced top-tier door concave mesh collider with four primitive colliders, so that it can work on rigidbody vehicles like tugboat with full physics interaction. Fixes thrown weapons no sticking to it
Fixed explosives on doors on tugboat damaging tugboat instead of door
Improved caching of industrial connections in some problematic configurations
Added flatWaterLerp variable to buoyancy, allows a buoyant object to control how much it's influenced by the waves/ocean system vs treating the ocean as a flat plane
Set the tugboat to 0.2 (0 = flat ocean, 1 = full waves) for better stability in deep water
Fixed setting env.oceanlevel convar causing NRE's on client
Fixed wooden signs attached to the tugboat incorrectly modifying the texture on all signs on the boat
Better staircase collision on Tugboat (for gunplay)
Adjusted a couple of corner colliders on tugboat
use a default value for wave attenuation if WaterSystem.Instance is null
NRE fix
reapply changes reverted in
84315
Subtracting
84300 84299
84298 84297 - Sound fx commits
Tugboat protection changes
update tugboat PhysicsSounds ignored layers
Reduce stiffness a bit more towards the end of the chain to make it more stable
Fixed moonpool surface not really rendering at all.
Swamp & lake material fixes
vm diver ak -
skinning updates
tweaked cloth settings ( also reduced x rotation on chains 01 & 02 further down the chains to give more weight)
burst cloth enabled
Fixed rivers almost being still. Normals & speed better match river source FX.