126,728 Commits over 4,171 Days - 1.27cph!
swapped mountable chairs on floating docks
cleared flow on the supply barge middle area a bit for easier traversal
some polish on small security tower set dressing
merge from save272 - Staging wipe
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medical barge set dressing polish
security prison barge set dressing polish
merge from crosshair_allocs
merge from meta_shift/loot
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configurable states/lighting, alpha fresnel, z test with post opaque
Add analytics when puzzles reset
- how long it took before reset and how long players spent inside / blocking the puzzle
- log puzzle reset settings and monument of the puzzle
scientist_boat_ai -> naval_update
Codegen after merging naval update
Merge from httpimage_cache
Fix HttpImage not working with extensionless image URLs
Fix for sound assets not being saved on config, assigned sound assets
Swap garage door mesh to a mesh renderer when its fully closed or open, so they can batch together
Keep the skinned mesh only when its busy (opening or closing)
naval_update -> scientist_boat_ai
Fix compile error with our new changes
Remove a dumb 200 byte allocation on our blur step
Integrate RHIBs into the deepsea
Spawn them in cool triangle formations (auto generate groups)
Wiping the deep sea will wipe rhib group info
Only try and maintain cohesion in the wander state
Add some methods to wipe coordination when the deep sea resets
monument event notifications sounds
simple boid behaviour in groups
groups will attempt to stick together as much as possible
Add 'grouping' system:
Boats can be spawned in groups
If one of the group members targets an enemy we can ensure all of the boats target the same one, this keeps them all focused and together
merge from modding_cui_merges -> main
Add Vector4Ex.Parse(), switch from Color.Parse() -> Vector4Ex.Parse()
- update Vector3Ex.Parse() to use TryParse() like Vector2Ex.Parse() (safe because the method is only used in one place in codebase surprisingly)
- add some comments too
merge from laserdetector_fastvehicles_fix
Fixed laser detector not detecting fast moving vehicles reliably
Fixed bucket container_a prefab
Added lights to one of the string lights as a test
Casino mesh changes
Nephorlepis static prefabs
Flourescent_e light prefabs
Added triple_light prefab with built in lights
Sand_pile_a prefab and model
Casino interior dressing progress
Update from repo after merging 9 slice support
merge from main -> modding_cui_merges
merge from io_serverrestart_fix
Reset seismic sensor on load from disk so it doesn’t get stuck after a server restart, if it was saved while ON
Fixed RF broadcaster staying ON after a server restart if it was saved while broadcasting
Improved messages for inventory "Cant move Item" -> detailed failure message
merge from fix_arctic_puzzle_reset -> main
Finalise SIMD terrain culling implementation:
- Fix oscillation/flicker bug by tracking individual ray progress properly.
- Adjust step size dynamically with altitude to reduce iterations.
- Limit overall iterations to ConVar `indirect_instancing.tc_max_iterations`.
- Ignore rays to instances that have been culled in a previous step.
AI boats will now attempt to ram players
Fix compile error in new Translate.GetPhrase() server method
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AI Boats will sometimes drive by the targets then pull in front or behind them
Add more debug output to the indirect_instancing.debug overlay
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