124,743 Commits over 4,171 Days - 1.25cph!
added player update anim settings preset
merge from translation_breaking_mods_fix
Removed the InSafeZone check from my new HAB code to match hostile behaviour of BaseVehicle's
trying a different steering control mechanism, convar to hotswap
- don't adjust sail forces for steering, still allow position adjustment for some controllable resultant torque from positioning
- pseudo-rudder accel forces for steering with pre-calculated thrust point, scaled with velocity
Fix wearables with random parts/colours not working on mannequins
Prefabbed supplies barge for working on
merge from floating cities into medical bay props subbranch to get everything up to date
Fix the translation changes breaking some mods
Fix ammo.snowballgun is missing a display name translation
Minor cleanup
Remove DDraws
Food market barge - Replaced various placeholder world models with new static versions. Reduced AO on food market boxes. Removed bridge blockers from bar area.
Wall light will now allow you to grow plants
Currently at a lower rate than ceiling lights
better defaults for pos/dir influences vars
per-sail force application and steering test
- convars for force application point/direction modifiers
- brought PlayerBoat back down to derive from BaseBoat rather than MotorBoat, though we still handle forces propulsions separately
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Medical bay container collision
Fix being able to see nametags through water.
medical bay container LODs
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Apply new changed script to the wall fluorescent light
Walllight now refreshes growables
merge from string_lights_fix_2
Remove rounded foundaction block from planner list
updated wallcabinet lock positon
Undo: Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
Undo setting instancing flags on additional materials because the automation seems to be still incorrect
Add snapping to the test generator
Setup ranges on the snapping values so its a little easier to tune
- Initial setup of oil rig mission
- More small misc changes to mission editor
Tweak dismount positions for steering wheel for more lenient mounting
First pass medical bay container shell plus materials
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