123,126 Commits over 4,171 Days - 1.23cph!
Cherry pick quick-save to GameSetup specified save file so I can merge to main after lockdown.
Added an option to the Game menu to quick save to the savefile specified on the GameSetup object, without the need to deal with the file dialog.
Force 32 bit index space everywhere (for now)
Fixed node visuals not chaning while harvesting them
Merge: from baseplayer_serverupdateparallel
- Bugfix for frequently disabling UsePlayerUpdateJobs leading to player cache desync
Tests: wrote a unit test that confirms the bug and confirms the fix
Disable my test scene loading in craggy
Update: move OcclusionCache reset to always happen for disabled UsePlayerUpdateJobs
Don't think this fixes anything, but helps avoid invalid emergency shutdown fallout if it happens in the future.
Tests: none, trivial change
Bugfix: StableObjectCache - properly drop references when clearing
- PlayerCache emergency shutdown logic inspects internal buffer, which tripped up. Change also allows GC
- Added a unit test that validates Clear call.
Tests: Ran the new unit test - it was borked before the fix, gud afterwards
Renamed all of the floating city container materials to be more standardised
merge from sky_circle_fix
▆▍▇▋▉ ▇▉▊▄ ▋▆▌█▅▄▅▅▋_▍█▋_▉█▇▌▉▇
merge from abel_tc_auth_fix_2
merge from wall_cabinet_pickup_fix
merge from decor_lighting_dlc
merge from bed_blocking_chandelier
deleting unused textures from deck crane and rhib crane
AO curve tweaks so it's less intense on them
set ghost ship LOD textures to repeat as they default to clamp, causing issues
Ocean shoreline wetness fix
updated the cranes and radars onboard ghost ships to prefabs
set layer to world on spinny radars
final LOD bakes for the ghost ships, double res + downsampling for quality
Added ground watch to ceiling light and Chandelier
naval_update -> scientist_boat_ai
take 2 on tentative pooling fix for mannequin posing
subtract commit
129922, includes extra files
tentative pooling issue fix for mannequin
Improved radiation consistency at the main entrance and cave entrance of military tunnels with more sphere and box radiation triggers. Ran S2P
Before: https://files.facepunch.com/jacob/1b0211b1/33YoiGKzIf.jpg
After: https://files.facepunch.com/jacob/1b0211b1/6am3EFYeP4.jpg
Recycler shed now uses a box collider for radiation rather than a sphere so you only get rads when at the recycler or very close to the building
Player built boats can now enter the deep sea:
TriggerDeepSeaPortal now fowards the parent PlayerBoat entity if the triggering entity is a BoatBuildingBlock
merge from naval_update to get the latest TriggerRadiation.cs
More post merge fixes.
Restored naval items/phrases.
New test save for deep sea boat testing.
Updated Plushie 02 textures and materials, rendered new icon
▊█▆█▊ ▄▌▄█▆▅▉▍▉▍ ▄▌▍█▍ ▋▉█▌ ▊█ ▋▄▅▌ ▆▉▊▅ ▌▉▉▍▅▇▉▋ ▄▆▌▅▍██ ▅▄▉▋▌▆▄, ▍█▋ ▅▆ ▋ ▌▉▍▊▌▋ ▊██▌▋▅▇▄▉▅▍ ▉▉▇▊▄▌▊▋▋ ▍▌▉ ▅▆'▄ ▄ ▌▌█▆▆▆ ▅▋▄ ▊▅ ▌▊█▆▉▋█ ▆▉▌▅▌▊
fix censornudity convar NRE with mannequins
fix weird circle in sky if vclouds are never enabled and there's sky rotation applied
fix for client colliders on deployables breaking server PlayerBoat (listen server only)
- BoatBuildingBlock reports added children to parent entity and brute-force ignores children between client/server, bit gross but works for now