134,480 Commits over 4,293 Days - 1.31cph!
Fix paintball and pistol ammo english strings
fixed signal computer scale
genericspawnpoint now draws meshfilters at correct rotation/scale/position regardless of nested depth in prefab
Add `client.receivelatency` cvar to simulate latency/ping for debugging.
kitbashed a better signal computer
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Merge from artist_pack_dlc
Fix paintball impact decals sometimes using generic bullet impacts
Other impact effects should now be set to global if the effect happens to land on an entity. Global impact effects have spawn distance behaviour disabled if the initiator player is the local player. Looks like a bug, as it was set to be global if we hit non entities.
Terrain renderer editor script
Add terrain testing scene
Add mesh spawn debug option
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Merge from water_junkpile_climb_fix_again
Remove ladder volumes from floating junkpiles
Add a new prevent movement volume extending underneath each wooden pallet collider by about 1m
Prevents players getting stuck underneath junkpiles and makes them much thicker, making the jump out of water check more reliable
Fix the mortar facing backwards when placing (even though ti's a placeholder model)
Make the placeholder item icon for a mortar shell more distinct because a blue rocket is terrible
Switch the adjustment tool from hammer -> pipe tool because holding E to pickup prevents the radial menu from opening
Add per-player cooldown so you can't alternate mortars to fire faster than intended
- set cooldown on both players & mortars
- use prediction to set the cooldown on the client after firing the mortar so the UI for "Fire" doesn't flicker before the network update is sent
Make "Fire" take 2.5 seconds
- shorten cooldown from 4 -> 2 seconds to compensate
- using the progress bar to imagine some kind of loading shell animation and then the mortar would have a short cooldown after shooting before you can load the next one
Keep setting up prefab
- enable repair
- set max health
- reduce placement angle from 45 degrees to 15 degrees (since it's currently based on large box placement)
merge from main/naval_update
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Merge from naval_missions
Fix some weirdness with how missions were first getting loaded from player state on player entered game
Expand log if loaded objective count data is wrong
6 million microadjustments to the sky/weather to compensate for the black crush fix.
merge from spinner_wheel_standard_material - switched spinner wheel over to metal smooth (and notified skinner community)
Attempt to fix release build crash with Indirect Instancing enabled by avoiding (potentially buggy) NativeBitArray altogether.
removed imported blank windmill materials, re-linked gibs to used materials, fixed material slot on gibs on windmill
Fixing more rotational errors
Fixing rotational errors for gesture anims
talking animation polish pass
pt boat engine audio loop tweaks
Fix issues with clearing missions when resetting player state
Another attempt at fixing npcs going through tropical ruins doors
merge back updated tropical1
Added additional data to the shadow preset performance results
fix balloon LOD not dynamic (text disappearing on boats)
Fix tropical1 floating: Offset everything by terrain + overgrowth, move prefab transform back to 0
3p handcuff captive holdtype override controller and anims updated