125,463 Commits over 4,079 Days - 1.28cph!
Fix wonky simulation space logic causing weird movement on held/holstered items when parented
wip test code/changes for supporting re-using weapon rack functionality for visual looting/set dressing
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 Brick half wall hard side blocking triangle foundation placement
fixed foundation triangle conditional corners see through side, adjusted colliders as well.
fixed LOD1 on block.stairs.Lshape brick skin
improved brick ramps gibs
Several changes to try and reduce the likelihood of industrial pipes getting deleted when upgrading grades:
-Change the prevent building volume that is spawned along pipes to a capsule collider to better match the pipe shape (was a box)
-Increase the offset from walls that pipes are placed at (0.03->0.04)
-Decrease the prevent building volume size on pipes (was a 0.05 box, now a 0.035 capsule)
-Reduce the size of the building block bounds check when checking for offending pipes by 3%
Deleting window.bars brick version as not needed
remodelled the brick window block to have a rectangular shape like other blocks
Merge from main -> global_networked_bases
See if instanced rendering will work with world prefabs (rocks)
Fixed Ferry Terminal spawning in arctic biome
Also remove MeshFilter & every RendererBatch
network++
Phrases
Typo fixes
merge from combat_knife_mission_fix
Add `StripChildren` component to all building block prefabs
Automatically add `StripChildren` component to building blocks when using tool to convert to instanced rendering
Disabling graphics jobs on Mac again (seeing the crash on M2 even though testing on M1 and x86 seemed to indicate the issue was fixed)
Reverted flashlight projector changes to previous values
Subtracting the subtract of
84325 (merge conflicts)
Fixed moonpool prevent building volumes now being too small
Fixed LightColor, SunRayColor and MoonRayColor ocean overrides not applying (shader-improvements regression)
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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