124,837 Commits over 4,171 Days - 1.25cph!
waterpipe reload animation update
updated charity plushie 01 lods
Replaced blockout containers on supplies barge with generic floating city treatment container. Added static shelves prefab variant.
Bugfix: fix a missing profile scope in FoliageGrid
Tests: used the profiler in editor, no more errors
Change hab.repair.item.prefab to use the hot air balloon avatar rather than the old placeholder bear rug so "Killed by X with a Hot Air Balloon" shows the correct icon
Updated charity plushie meshes with LODs, and updated prefabs with new meshes
change sleeping player collider to x-axis capsule, to save on vertical space
- New TriggerPlayerMovePos script to move players with a vector relative to the centre of the trigger bounds - used to stop players getting stuck underneath a HAB when it lands on them in a safezone.
- Pause players being marked hostile for 2 seconds when entering the move pos trigger to prevent the HAB marking a player as hostile if multiple players are landed on inside a safezone
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
Don't load inventory inside container corpse, we already load it in base.
Fix instanceData on items getting disposed if an item gets loaded twice.
Tweaked some table lamp LOD distances, and added a missing mesh culler on the bulb.
merge from hackweek_crosshair_customization/settings_editor
Make previous compile fix match the other ifdef behaviour
Introduce WIP version of ConcurrentBitArray for bitmapped damage tracking
Commit progress on deep sea islands mission
v4 player entity, hold type and prefab update for C4 and satchel charge
Bugfix: UsePlayerUpdateJobs 2 - maintain partial ordering of snapshots when sending to player using tasks
- This fixes rare parenting desync that can manifest as a weapon attachment world model not hiding (or something much worse)
Need to optimize it by merging tasks, as this can create too many tasks for the server to process
Tests: flew around on Craggy with fast noclip - attachments didn't "duplicate". Shot animals, switched active items. Tested occlusion with 2p and geared guns
merge from sail_physics_test
increased rudder torque-control strength, set default control scheme to that for now
- Fix detail mesh being built but not assigned
- Add option to specify whether or not we want to build the detail mesh
- Remove sample detail mesh height param from SamplePosition (recast will always use the detail mesh if it exists anyway when sampling)
- Fix chunk bounds being incorrect
- Add option to debug sample the detail mesh height (it seems to not be working)
third option on rudder control, bit of debug vis cleanup
- Multithread in C++ instead of C# as it's simpler to avoid allocs
- Make navmesh build not generate any garbage
- Add option to sample detail navmesh height
- Tick navmesh from ServerMgr instead of letting unity decide
Fix wall cabinet not showing media
modular boats building blocks, wood tier art files including textures, materials, models/gibs/colliders
Add parenting trigger to plank so you don't instantly drop off the boat when walking on a plank
Much better avoidance results - higher speed in general
Desired gas pedal now goes through a processing layer to stop values that would intentionally crash us into obstacles
Fixed server compiler errors
Setup triangle floor block and add to boat building planner.
Added new default texture streaming settings in the Quality Settings
Added a new way to calculate the texture streaming memory budget to prioritize caching efficiency on devices with higher VRAM and to reduce paging on devices with lower VRAM
naval_update -> scientist_boat_ai
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