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pt_boat_gameplay_pass -> naval_update
naval_update -> pt_boat_gameplay_pass
Add client prediction to ServersideMountedWeapon aiming
This means players can now move the turret around indepdently of the server
Do reconcilliation on server receive state (if out of date enough)
This is now just a checkbox on any ServersideMountedWeapon.
Still requires some further improvements, but will work for now
Also added seat caching to Mounted Weapons
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ocean tropical shore stuff
Tropical palm LODs slightly extended because the islands are small and we can afford it.
Nudged trumpet tree canopy alpha clip a small fraction denser.
merge from painting_colourpicker
Undergrowth material tweaks.
Tropical variant of Strangler
Change favourite colour convars to a single CSV convar, improve UI with buttons for dynamic sizing
Profile the shit out of everything
merge from optimize_auth_list -> main
Make a warning editor only to avoid tanking fps
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merge from optimize_findbyid -> main
Added 2 new parameters to PortalRefract shader
* $PortalColorGradientDark and $PortalColorGradientLight
Added 2 new params to SpriteCard shader
* $AimAtCamera, $OrientationMatrix ($Orientation 2)
* $Orientation now supports modes 3 and 4
Ship a fixed version of `materials\nature\rockwall021b.vmt`
dod_control_point placeholder entity
merge from naval_update -> deep_sea
Replaced mesh cull with rendererLOD on casino barge decks
merge from fix_boat_drift -> naval_update
Add parenting to NPCSpawner and set it up for ghostships
Shrink ValidBounds back to 8km * 8km (old size) and rely on ValidBounds checking the DeepSeaBounds separately (we already added it but were both increasing the size & checking if the entity was inside the deep sea)
Fixed deep sea marker not extending to the end of the screen
RPG7 - viewmodel and texture update
Rust 12th Birthday Cake - Updated model asset, added textures and created subsurface profiles. Icon display updated.
Fix players nearby being teleported into the water below when a boat is purchased at fishing village
For players to be "nudged" they now need to additionally intersect with a trigger instead of just being inside the nudge radius
S2P fishing villages
merge from ui_overhead_optims
Fix scientists walking through the container on ghostship_d
Add large vehicle colliders to the outside of boat building area to prevent other boats entering when in edit mode.
Extra safety check for parent when destroying blocks/deployables in BBS menu option.
- fixed deep sea default ocean values
- take shortest distance to shore when copying into overlapping data
Fixed another issue with boat items not being placeable in certain situations.
Added option to Area/Sphere checks to ignore the forced large vehicle vicinity check.
Casino remaining LODs
CH47 static variant prefab
Casino prefab fixes
LoadingScreen toggles its soft mask
DeathScreen toggles its canvas too
exported latest rpg skin anims and rig
Crafting, inventory, contacts, conversation and clan screens toggle their canvas when hidden
Saves an extra ~0.05ms per frame
Buildfix: add missing namespace using
Tests: none, trivial change