195,674 Commits over 4,110 Days - 1.98cph!
Found and increased a bunch of other heights: orbit, death, patrol etc
Auto enter edit mode when a deployed boat building station passes the area clear checks.
Edit mode toggle checks.
Reset player boat Y pos and pitch/roll before entering edit mode so it matches original construction.
Maybe this will allow loading of files above 2GB
Added store editor convar to change your item inventory
Added new store grid filters
Revert "Temp debugging stuff for linux"
This reverts commit 71d90d5d97ac4187eb36ec54f4f19e17f52d3f09.
Temp debugging stuff for linux
Temporarily removed the Balanced and Max Performance DLSS modes as they are crashing the game due to an NVidia driver bug
Steering wheel maintains current steering level even with no mounted player
Upgrade to Discord SDK 1.3.9197 since it just came out
Update: add MonumentBenchmark to the autobench set
Tests: run atuobench in the editor
Bugfix: MonumentBenchmark - fix terrain and water systems
- Added missing WaterSystems setup and hooked in initialization
- Fixed terrain being setup with missmatching Craggy and CraggyHD assets(using Craggy now) and hooked in initialization
No more exceptions during monument benchmark
Tests: ran autobench in editor
Initial boat validation setup.
Added basic requirements.
Update: re-enable Effects and Firework benchmark scenes
They didn't have issues, so adding them to the pile
Tests: autobench in editor
Increase Patrol Helicopter ride height by 10 meters so it doesnt clip into jungle trees
Bugfix: Disable demo benchmarking part of autobench
- removing old demos
Our demos are too stale and no longer binary compatible with the protocol changes
Tests: ran autobench in editor
Compass animation updates
Weaving time reduction to 1.6 seconds
Rewrote weaver with Burst ILPostProcessor
Booleans to enable/disable old weaving setup
Adding a 30 second delay to changing the DLSS mode after initialization as a test
WIP editing of previously finished boats at the boat building station.
Store general tab scrollbar
General store scroll view
Filtering by item
Updating view model and world model rigs for the compass
Boat building station WIP changes for a togglable edit mode.
added renderbatch to all the bloody rags
updated spoiled produce fbx to sit level, preventing the appearing of clipping through the floor
reinstated material properties that we're lost. no longer needs alpha, now also uses fuzz layer for extra moldy fuzziness
- Setting DLSS quality to Max Quality mode initially to try and avoid the driver crash caused by having it initially set to Max Performance or Balanced
- Replacing the DLSS debug DLL with the release DLL, to remove the changes from the previous test
Fix error in toggling between instancing on/off
merge from targeting_attachment_slot_fix
Converted the leave and invite buttons in the team dock to a button with icon + tooltip
Fixed invite button staying on during gameplay
Removed silly system for changing header text on assign to friend dialog, made new prefab variants for each type of this screen that we need (updated BuildingPrivlidge, VehcilePrivilege and AutoTurret)
Added option for friends list to filter out team members
Added variant of assign to friend dialog for team invites
Don't show available campfire spawn options to a player if they have placed any regular respawn points (bags/beds/etc)
Exposed campfire spawning toggles in game modes and via replicated convar (allow_campfire_spawning), both need to be true for feature to work
Implemented cooldowns like regular bags
Spawning at a campfire now triggers the cooldown at nearby sleeping bags and fires like a regular sleeping bag
Campfire now keeps a list of the last 5 players to spawn at a campfire, if a player is in that list they cannot spawn at the campfire (count is exposed via server.campfire_memory_length)
Fixed an additional rock appearing in the players inventory on the tutorial island if they were using a redirect rock skin (jungle rock)
Fixed NRE when disconnecting from a server while standing on a moving train
SoundManager will no longer attempt to spawn a sound into a scene that isn't loaded