131,893 Commits over 4,232 Days - 1.30cph!
Use OverrideMaxHealth instead of SetMaxHealth for boat
Don't allow cancelling reloads on cannons
Fix mount UI displaying even if a cannon is unmountable
Add additional dismount points for the cannon
Move displacement manager to FoliageGrid batching prefab to decouple from FoliageSpawns prefabs
Check for valid material before submitting a draw call
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Fix objects in motion failing to move properly after disconnecting/reconnecting (it was a pooling issue)
Fixed being able to place boat building station in canyons
Fixed boat health always appearing as 400 on the client
Fix fuel check not working
scientist_boat_ai -> naval_update
Power off the sails and engines on a boat when editing
Fixed being able to deploy boat station through world layer (icebergs mostly)
scientist_boat_ai -> naval_update
- Reduced radius on spawning a boat group at the ghost ship (fixes any weird not spawning bugs that were happening)
- Spawn group injects load mode
- Fixed a bunch of bugs with spawn and load
- Dont run cohesion for null group members
Don't show cannon health bar if mounted
Cannon set condition from health on pickup
Mark sails as orange on the deploy guide if they are going to be blocked
ghost ship ambient sounds and reverb zones
Auto killed boats now wont drop loot
Prevents oil rigs having dead scientist drops around
scientist_boat_ai -> naval_update
- Scientist boats can now save/load properly in all contexts
- Setup system for types of saving/loading, for example oil rig scientist boats wont save between server restarts unless their claimed by killing the ai driver
- Fix oilrig scientist boat manager loading error
- Simplify scientist boat loading
Fixed small ramp not cancelling animation when colliding with a player boat
Mark the cannon base as IsDynamic
Queue a network update prior to unparenting the child entities when converting a boat to construction, otherwise if the boat has to move (when using the dock and edit function) the child entities think they are in the wrong location briefly when switching to construction. This resulted in objects using RendererBatch constructing their batches in the wrong location
building planner rolled out mesh for 3p view
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Add tracer effects to Shotgun/Annabelle fired by NPCs
Fixed rapidly loading models (dupes) affecting model translucency flags
* Models now consistently get their translucency/twopass flags set, regardless of when they are loaded. Previously It was that opaque materials would be detected as translucent due to previous rendering operations, causing models to have wrong flags for the entire play session, and differ between play sessions.
Try to occasionally compact pending sounds vector
* Instead of waiting for player to disconnect, try to compact the queued sounds vector after they are sent out.
Clear m_CompensatedEntities of invalid entities every second
* To prevent server crash in highly unlikely scenario of nobody shooting a gun for centuries in the server
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santa_prop(scientist) repose
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local BBS pos/rot change as part of larger wip changes
tweaked heart balloon text position
Cleaned out baked digital counter from the textures.
made metallic version of single balloon that doesnt use SSS
Fixed zipline editor NRE caused by floating city 4
removed redundant w_blueprint prefab
removed old textures/mats to avoid confusion
updated anims to fix clipping issues
Add serialization for lastEditLocalPos and lastEditLocalRot.
Should allow copy pasted boats to dock & edit without fucking up.
Also gonna need it for future changes.
Protobuf gen.
Added map marker to show the deep sea exit, when in the deep sea (placeholder styling)
Boat planner
- Set up viewmodel
- Set up dropped worldmodel
- prefab updates