108,656 Commits over 3,867 Days - 1.17cph!
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- Fixed submarine physics behaving incorrectly (jittery, didn't maintain depth) if the submarine was spawned instead of pre-placed in the scene. The trouble was script execution order, specifically the submarine's tick happening after the buoyancy tick.
- In solving this, moved the FixedUpdate tick on all mountables to use a single real FixedUpdate call from ServerMgr. Should improve performance (will test soon).
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Better cancel support for internet streams
Made the windows of the duo sub bigger
updated lods accordingly
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Underwater lab lighting/post working files
Potential fix for radio streaming stall
Cherry pick disco floor sensitivity
Discofloor sensitivity edit
Switch to GetSpectrumData
Removed right channel from the AudioVisualisationEntity calculations
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added bulkhead divided model to submarine greeble, remapped uvs on greeble objects to fit it in, added transparent 3rd material that ill apply to top lods
wip auto creating wake triggers
Re-organizing folders for clarity
Material variants for labs
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AIZ creation/merging fixes, add some padding to AIZ.
Don't connect/disconnect in boom box load
Remove Yaarana radio station
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Added vehicle damage texturing to minicopter
Improved audio stream buffering:
Use a ring buffer for increased performance and smaller memory footprint
Start playing the stream once enough data has downloaded, rather than waiting a static period of time (this was way too long for some connections and way too short for others)
Stop downloading more data if enough has been buffered
Added ShoutcastStreamer.DebugStreams to help diagnose streaming issues
Simplified connected speaker sync system to use the boom box data rather than keeping a copy of the audio stream on each speaker
Scrap heli mats get instancing for damage texturing
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Fixing unwanted collider on 'module_1200x1200_4way_ladder'
Correctly include the root piece when merging
Underwater labs volumes set to 'Underground' for improved lighting quality
wip creating individual encapsulating AIZs for each water base by merging the child AIZs of each one.
merge from submarine ai (nothing spawning, just to get the data prefab updates in)
Fixed a few pivot rotation issues
Fixed holes in LOD0 of modules
Fix for AIZs with a single move point