202,331 Commits over 4,171 Days - 2.02cph!
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
Get portals enter & exit at the "same position" instead of always spawning player in the center
- switch to creating portals with different rotations instead of different sizes so we can easily adjust the enter & exit position for portals via localPosition
- ensure entiites enter & exit portals at the same relative position (enter north side, exit north side)
- adjust the position of the portal when entering and exiting
adjusted mannequin collider so it cant put it's arms through walls
fix uppercase mannequin prefab paths
Disable more burst attributes for place entities offshore
merge compile error fixes to aux
Update: UsePlayerUpdateJobs 1/2 - for blocking-water parented players, store empty WaterInfo instead of garbage
- Expanded TestWaterFactorsConsistency unit test to detect this case
Not marking as bugfix as I couldn't cause any bugs by hacking code. Makes BasePlayer.GetWaterFactors consistent with BasePlayer.WaterFactor
Tests: ran unit tests
merge from decor_lighting_dlc
merge from decor_lighting_dlc
Mannequin can be deployed on tugboat
Fix mannequin inventory swapping and dropping issues
Fluo ceiling light deploy volume tweaks
Force disable HLOD while Indirect Instancing is enabled
merge compile error fix straight to Aux to test
Floating city / casino progress and medical bay dressing progress
Static beach parasol prefabs
Improvised walkways / merged all floor meshes and setup temporary colliders
Disable burst compilation on GenerateSpawnPoints for now, its not used anyway.
Lighting DLC - Carpet floorpaper - Material, textures, WIP setup
merge naval_update to Aux
merge from fix_burst_compiler_errors to naval_update
Move GenerateSpawnPoints job to its own file.
gunshot_network_range_improvements -> main
Progress backup
More splat files & palette stuff.
Can only deploy chandelier on flat surfaces
Can't deploy chandelier on the deployed layer
Restored bolt and l9 to be 700 meters
All weapons can now be heard up to 400 meters away (50~ meters higher than regular network range)
merge from vclouds_default_enable
Improve performance of BaseNetworkable::GetConnectionsWithin() by using a spatial grid to reduce the amount of players we need to check - rather than iterating over every player connection
Added construction to the table lamp deploy vol layer mask
Fixed mannequin loot panel title being "Locker"
Dump players going back to main island offset from the main island portal instead of on spawn beach
- keep failback to put onto spawn beach incase something happens to the portals
merge from decor_lighting_dlc
Can't drag and drop items on a backpack equipped to a mannequin
merge from naval_update -> aux1
merge from vclouds_default_enable
merge from deep_sea -> naval_update
main -> gunshot_network_range_Improvements
rename graphics.vclouds to graphics.volumetric_clouds
syncvar_load_fix_2 -> main
- Fix bools not being passed from c# to c++ correctly
- Add [Out] and [In] annotations where relevant
- Expose maxNodes to c#
Updating a sync var will invalidate the network cache - makes sense since new joins should be getting the new data, not the old one
Boolean to decide if changing that specific syncvar should invalidate the network cache or not
Serverside callback when the server syncvar changes
ceiling light fixes
- reconfigured fluorescent ceiling light joints to rest properly at all orientations
- don't force moving body back to init state when resting, it looks bad on anything but flat surfaces
- fixed pooled ceiling lights not resetting state correctly
merge from deep_sea/portals -> deep_sea
Removed the chair model from beanbag prefabs
Increase max mount distance
Moved "mountedAnimationSpeed" field up from BaseVehicleSeat to BaseMountable, so we can use it on chairs
Set the bean bags anim speed to 1
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