127,354 Commits over 4,201 Days - 1.26cph!
Replace all displacement textures with shapes, switch off blending for now, use vertex position to sample displacement instead of instance pos (except of grass case), squash foliage towards centre relative to displacement vector, use quantized vertex colours to attenuate, and rework directional height for better blending.
BaseMountable compile fixes
Compile fixes: copyboat_cl was a ServerVar, swapped it to a ClientVar
Codegen
scientist_rhib_gameplay_pass_2 -> naval_update
Can no longer insert items into the production slot of the chicken coop
Make the PT boat turret immortal for good measure
When spawned in the deep sea: scientist RHIBs will generate loot in their dry boxes (not balanced)
Add PlayerAnimation_premerge_oct2025 controller for reference
Mark clothing fbx's as non r/w
Merge from main
Stomped player animation controller changes (sorry)
boat_ai_optimisations_2 -> naval_update
Increase interest intensity
Fix boken avoidance logic after our move to jobs
boat_ai_optimisations -> naval_update
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boat_ai_optimisations_2 -> naval_update
Light sleeping:
- wake boats up occasionally to wander around
- wake, wander a bait then go back to sleep
Added sleepy system to boats
Boats will sleep when the lose all targets and have lost them for x seconds
updated bed with new model with better uvs, updated lods, gibs, prefab, workshop file, skinnable asset - still need to do corpse prefab and test
boat_ai_optimisations -> naval_update
Fix missing await when writing file to cache in WebUtil.DownloadFileTemp
Try to fix windows server console flickering
- only clear 1 line when there are pending lines to log or status text to update instead of clearing all 3 lines
- only redraw status text when we recieve status update
- switch from 20 fps -> 50 fps (via Task.Delay())
- remove input.Update() redrawing the input line every 0.5s
When generating deep sea content, make sure it picks all prefab variants before randomising
Fixed active rhibs list not being cleared
merge from main -> hotbar_food_eating
Use idle sail anim when sails are wind blocked, high wind sail when not blocked.
Fixed deep sea portal map marker position
Make sure it doesnt dupe itself
Fix refcount leaks due to render.Pop/PushFilter functions
This was due to recent changes, but exposes a bigger issue that also affected func_breakable_surf
Added MAX_PLAYER_BITS
VRAD: Enable static prop lighting (vertex & lightmap) with `-fast`
* Since it is already controlled by `-StaticPropLighting`. `-fast` makes static prop lightmaps generate much faster.
* Mention -StaticPropLighting requirement for vertex lighting on static props in the FGD (`Disable Vertex Lighting` field)
Minor model rendering changes from cs:go
* Mostly null checks, etc.
Prevent crashes with vertexSize of 0 on materials
* Will now use error material instead, and SPAM you about what material is wrong
Fix a crash on game exit to do with models
Clear "missing" flag on all materials when a map is started loading
merge from cannon_animation
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
merge from copy_paste_boats -> naval_update
Add `copyboat` command
- functions identical to 'copybuilding' but has a bit of special handling for boats
- add "GetRootParentEntity()" to BaseEntity to get the highest level parent
- fix "snap to terrain" paste setting causing bases (and boats) to snap to the bottom of the ocean instead of top of the water
skinning knife and shovel entity updates (offsets to line up with pose)
Added floating city 2 in the deep sea
merge from naval_update/floating_cities
S2P floating city 1 and 2