128,508 Commits over 4,201 Days - 1.27cph!
Enable priv flag on PlayerBoat
Fixed incorrect LOD transform override on floating walkway corner piece. Fixed missing material on static fishing rod LODs. Fixed missing collision on static railroad planter.
adjusted default deep sea height slope data to match expected minimum for deep sea (-64)
better shore distance blending between islands
Draw general editor prefs in Rust Editor
Setup steering wheel prefab with usable secondary colliders for auth interaction.
Apply serialized client boat SetDimensions
Texture tweaks to small engine
Adjusted spawn height and nudge radius of boat spawners at shop in FC1 and FC2. Added collision around farm barge.
Optim: cache spectated target
Turns out it's quieried very frequenly
Tests: 2p session on craggy with disconnects
merge disable_deepsea_pref
Add "DisableDeepSea" pref to editor prefs
main -> unskinned_windmill
Setup Flashlight Remake Folders
Added Flashlight Remake Viewmodel and Textures
Setup Flashlight Remake Materials
Fixed NRE when trying to dismount scientist from killed rhibs
Fixed corpses spawning from killed scientists by the deep sea wipe
Spaced out the deep sea entity spawning so it doesnt overload the server or freeze the editor
Applied correct materials to both the boat building platform and station.
Update: first version of spectate that doesn't require parenting to target player
Doing this to avoid weird bugs with nested players in other systems.
Tests: 2p session on craggy with spectating. Toggled camera modes and toggled invis. tried spectating after server occlusion culled other player. Noticed that nutrition, comfort info didn't replicate, map compas reacted to spectator's input - will fix those next
syncvar_Improvements_2 -> main
syncvar_improvements_2 -> main
Reading is now down 200~ milliseconds
- Use immediate reading mode
- Only write symbols if we have them
Sail gibs fix "Sail gibs need changing"
Introduce a cache for BaseNetworkable inherited types. Slighly speeds up post processing (300 ms or so)
RPG7 - fixed pivots on HV ammo meshes, texture updates
Remove LINQ usage on ILPostProcessor hook hot loops
merge from naval_update/island_scenes
Added Baked Shore Vectors component to Tropical3
ddraw_server_wrappings -> main
merge from naval_update/deep_sea
Disable fog in the deep sea, until we fix it
Add text,box,capsule server bindings
Add DDraw BasePlayer overrides to the Server (this lets you call DDraw.Line and pass in a player to forward the console command to)
Add DDraw.BroadcastLine, DDraw.BroadcastSphere etc, this lets us forward the ddraw to all players automatically without specifing a player.
Changed boat shop location in floating city 2, ran S2P
s2p for tropical1 and tropical2 (3 is pointing at 2's prefab currently, not touching)
post-merge tropical scene 1/2/3 shore data rebake
re-baked Tropical1 and Tropical2 to include waterheight data
WaterHeight support for baked shore data
Fix power not showing correctly in boat building UI.
Display power to mass.