129,283 Commits over 4,201 Days - 1.28cph!
Shortened bird poo decal effect. Cabin no longer enterable
Remove dismount overrides from PlayerBoat now they're not needed
merge from parenting_improvements
compile fix for BaseMountable change
- switched out client-incompatible check to an explicit disabling of the behaviour from the vehicle parent instead
- set flag on PlayerBoat only
Refactors to LoadedAmmoWorldModel from feedback
Optim: UsePlayerTasks - pre-allocate NetWrites when sending snapshot queues
This should reduce contention on the Pool<NetWrite>'s lock and let worker threads blast as fast as possible. Will need to revisit after measuring the pre-alloc overhead for main thread.
Tests: On Craggy with UsePlayerUpdateJobs 2 flew away from island's network range then back - entities were where there have been before flying away.
Restore return for invalid dismount positions, not affecting us anymore after moving seat positions
Replaced redundant entities with props in all floating city barges and walkway prefabs
Created a prop version of the electric furnace prefab
Large oilrig S2P (fixes old scientists spawning again after merge from main 134314)
merge from parenting_improvements
- just the stairs parenting volume
gave boat stairs their own parenting trigger volume
Merge from bbb_deploy_changes
Fix hit particles not rendering
Disable MarkAttackerHostile on two more entities
Fix MountedWeaponSeat NRE
Push the wander direction away from the wall if it gets too close. Hopefully this will stop scientist boats congregating at the corners of the deepsea for no reason
naval_update -> pt_boat_2
scientist_boats_gameplay_2 _> naval_update
pick up fuel when picking up boat engine
Fix fingers not working on reload animations
More PlayerBoat prefab cleanup
merge from fix_ice_skin_particles to fix chainsaw fx lighting issues
Merge the two separate layers/loops into one for GetDeployedEntities
Fixed broken towel lods and floating props in casino
Deep sea icon for the map and death screen toggle button
Remove BoatBuildingBlock.ForceDeployableSetParent override.
BoatBuildingStation.GetDeployedEntities() now grabs consutrction layer non-building block entities (doors, windows, etc) to parent them instead of relying on previous BBB override.
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Removed the collision on the deep sea portal buoys
merge from boat_mountable_fixes
set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
check whether the BaseMountable is a MountPoint for its vehicle parent when checking HasValidDismountPosition
- already being checked for retrieving the actual positions, this just stops the menu item being hidden in some cases
single 50cal animation update
Fixed error with towel LOD materials
Don't kill deep sea manager and deep sea portals during the deep sea wipe
Remove unintended building volume from PlayerBoat
All heads LODs
Heads combined into 1 object per LOD
Merge from render_pipeline_testing
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
Mark small ramp colliders as r/w
S2P on FC3 to incorporate new HLOD changes
RRP: Fixed shadow bias calculations for point and spot lights
Regenerated FC3 HLOD from scratch to remove weird stacking error
Restored cargoship global network behaviour to MainIsland
Merge: from spectating_disconnect_nre_fix
- Bugfix for server NRE when spectating player disconnects
Tests: 2p on Craggy, disconnected while spectating - no more NRE
Bugfix: stop spectating when disconnecting
This cleans up cached spectators on spectated player's end, which avoids server NREs and leaks
Tests: 2p on craggy, started spectating then disconnected - no NRE