123,138 Commits over 4,171 Days - 1.23cph!
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Apply new changed script to the wall fluorescent light
Walllight now refreshes growables
merge from string_lights_fix_2
Remove rounded foundaction block from planner list
updated wallcabinet lock positon
Undo: Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
Undo setting instancing flags on additional materials because the automation seems to be still incorrect
Add snapping to the test generator
Setup ranges on the snapping values so its a little easier to tune
- Initial setup of oil rig mission
- More small misc changes to mission editor
Tweak dismount positions for steering wheel for more lenient mounting
First pass medical bay container shell plus materials
Cherry pick quick-save to GameSetup specified save file so I can merge to main after lockdown.
Added an option to the Game menu to quick save to the savefile specified on the GameSetup object, without the need to deal with the file dialog.
Force 32 bit index space everywhere (for now)
Fixed node visuals not chaning while harvesting them
Merge: from baseplayer_serverupdateparallel
- Bugfix for frequently disabling UsePlayerUpdateJobs leading to player cache desync
Tests: wrote a unit test that confirms the bug and confirms the fix
Disable my test scene loading in craggy
Update: move OcclusionCache reset to always happen for disabled UsePlayerUpdateJobs
Don't think this fixes anything, but helps avoid invalid emergency shutdown fallout if it happens in the future.
Tests: none, trivial change
Bugfix: StableObjectCache - properly drop references when clearing
- PlayerCache emergency shutdown logic inspects internal buffer, which tripped up. Change also allows GC
- Added a unit test that validates Clear call.
Tests: Ran the new unit test - it was borked before the fix, gud afterwards
Renamed all of the floating city container materials to be more standardised
merge from sky_circle_fix
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merge from abel_tc_auth_fix_2
merge from wall_cabinet_pickup_fix
merge from decor_lighting_dlc
merge from bed_blocking_chandelier
deleting unused textures from deck crane and rhib crane
AO curve tweaks so it's less intense on them
set ghost ship LOD textures to repeat as they default to clamp, causing issues
Ocean shoreline wetness fix
updated the cranes and radars onboard ghost ships to prefabs
set layer to world on spinny radars
final LOD bakes for the ghost ships, double res + downsampling for quality
Added ground watch to ceiling light and Chandelier
naval_update -> scientist_boat_ai
take 2 on tentative pooling fix for mannequin posing
subtract commit
129922, includes extra files
tentative pooling issue fix for mannequin
Improved radiation consistency at the main entrance and cave entrance of military tunnels with more sphere and box radiation triggers. Ran S2P
Before: https://files.facepunch.com/jacob/1b0211b1/33YoiGKzIf.jpg
After: https://files.facepunch.com/jacob/1b0211b1/6am3EFYeP4.jpg
Recycler shed now uses a box collider for radiation rather than a sphere so you only get rads when at the recycler or very close to the building
Player built boats can now enter the deep sea:
TriggerDeepSeaPortal now fowards the parent PlayerBoat entity if the triggering entity is a BoatBuildingBlock