157,697 Commits over 4,536 Days - 1.45cph!
If doing the underwater labs mission in a team, activating a boombox counts towards team members objective progress if they are currently in the same underwater lab
Change TerrainPath.FindClosest to use SqrMagnitude2D instead of Distance2D
merge from erosion_optim - ~22s faster on a 4000 map, overall savings now ~67s or ~18%
Prevent wild livestock from dying from hunger etc
Prevent wild livestock from dying from unmet needs (floor to 50% hp)
Fix `ent scale` not working immediately for certain entities and you had to leave network range for it to apply - it was gated behind !ShouldLerp()
Fix `ent scale default` disabling scale networking before resetting the scale, so it didnt replicate the reset
Slight cleanup
Fixed the tin can alarm wire being missing from RRP
removing unnecessary files
Add standalone lever-action rifle test item and viewmodel, with adjusted hand alignment and initial ADS sight markers.
Blockout mesh.
merge from main -> base_occlusion
Bugfix: avoid RustNavigation NRE spam on reload
- move RustNAvigation to Server scene
- LoadLevelAsync can preserve server scene in C+S setup
- add missing player states on the server to facilitate connect-lite flow
Tests: ran reloadlevel - no NRE spam, but camera is detached
Added halter to all livestock animals
Merge from blur_artifacts
FakePhysicsRope alloc optim
Use unity_MatrixVP over UNITY_MATRIX_VP for consistency
Added livestock halter models
Customiser animation updates
Fix all motorcycles & bicycles dismounting on top instead of the side
- the mount points were sorted to closest which always picked the top dismount
- switched to ordered so it will try the points on the side first
Fix wild livestock being passively tamed and then breeding out of control
Decay livestock taming if not full bond, don't allow sleepers to tame passively, give calves a start bonus to familiarity but don't max it out.
This is to avoid wild cows being accidentally tamed by passer bys and starting to breed and fill the server.
Fix another rare case of duplicated crates being possible in oil rig puzzle rooms, which could happen if the server crashed / wasn't shut down cleanly
Invalidate the network cache of the puzzle's generator after spawning crates during a reset
Update: initial prototype alongside Approved hack
Tests: tried both, it's megaborked in C+S
Fixed the post processing on the player preview camera
removed repeated check of 0 orientation on cliff placement where we'd check it on both sign flips across X and Z - cuts an additional 19.1s with matching results
Reduced the mooing chances a tad
Bull texture optimisations
Potential fix for animals not eating from troughs
hierarchal topology map - saved ~19.5s locally on a 4k procgen, identical results
Sheep baas are occluded too for consistency
Lowered their occluded volume cause they won't shut up
Potential fix for cows dying of hunger in a well setup farm
Cow moo sounds are now occluded
Calf texture optimisations
Cow textures optimisation
▄▇▉▍▊▌ ▅▋▇█ ▌▊▇▉▉▆▄▉▌▉▊▅▄▇▋▍▄▍▇▄▊▍▌▅
▉▄▌▊▆▍ ▋▆▆▅▄▍▊▄▌ ▊▊▍▌▅▉ ▌▍▄▊▆▆ ▆▄▆▆ ▊█▅▉▇▄▉▋▊▋ ▊▋ ▇█ ▋▉ ▄▋▌ ▊▆▉▆▉▊▅▌▄▍ ▊█▆▍▌ ██▉▉█▉▄ ▅▆ █▌ ▅▉ ▉▍▋▆█▆▊▄▄▅ ▉▌▅▅▉ ▌▍▆ █▋▉▄ ▆▄█▇▆▉▄▇▋ ▊▉ ▊▇▅▆ █▍▍▇▌▇ ▇▍▊▆█▉▇▇▆█
merge from plague doctor hazmat
Fixed black background in all store pages with RRP enabled
Also changed how we handle the background assets so they dont pull the entire atlas when using http store
Unarmed ROM animation test
Fix static fence gate layer
Final bit of polishy bits on random room J pipes / wires
Crab texture size optimisations
Added legacy shadow keywords sets for point and spot lights for shaders that don't explicitly set the depth bias in their shadow caster pass
Frog texture optimisations
Jellyfish texture optimisations
merge from storepage_plaguedoctor