125,518 Commits over 4,171 Days - 1.25cph!
Harbor 1 and 2 loot location shuffle
Tier 0 and 1 now have slightly differnt spawns
Clearer target logic
Auto pursue system
Debug visuals and extra states so i can adjust movement target in real time for testing
Deep sea wipe end phase: slowly ramp up radiation in the final phase
Exposed a 0-1 factor we can use for weather
Content entities spawned in the deep sea get the global deep sea network group assigned
Viewmodel_Shotgun_Shells -> main
Adjusted prevent building volume to allow foundations to be upgraded when a spike trap is deployed on it
fix texture declaration, gizmo radius
Floating city scene progress
Bugfix(editor): LoadMapFile - don't NRE when no scene is loaded and Server Occlusio Debug is open
Tests: used in editor
merge from drone_storage_slot
Taller volcano smoke variant
merge ghost ship variants to naval_update
Add ghostship variants to deep sea manager spawning
address feedback on thrownweapon modification
Swapped smg to static asset in gun display C, also changed LOD groups to meshLODs on gun display assets
drone pickup action is overriden to be a normal menu item so that we can have all 3 interactions in the radial menu without hitting the non-hammer pickup interaction issue
Merge: from server_occlusion_poppin
- Bugfix: fixes false-negative occlusion queries at the top of the hills
- Bugfix: fixes false-positive occlusion queries while looking through a hill
- Optim: sped up occlusion cache generation by 65%+ (4.5k from 134s -> 50s, can be faster with sufficient RAM)
- Editor: extended LoadMapFile with Server Occlusion debug tools
Tests: generated reported bug case and visualized and debug traced. Generated 6k, 4.5k, 2k and Craggy to confirm generation doesn't crash.
updated cube lava tiling, better over large surface area
null check for RendererLOD.CanCollapse
Started refactoring gun displays to use static assets instead of world models. Combined static version of ak47 with baked down materials added. Replaced lobster traps in barges.
security tower small fixes
Fix environment manager breaking with skip domain reload, clean up animator hash fields getting included in ResetStaticFields.
Disable global broadcast on all ghost ship variants
Buildfix: don't try to draw on the server-only build
Tests: editor compiles
Fix ship wire spam on variants: move overrides to the wire prefab.
let drones be picked up without hammer again
converted bed diffuse and metallness to albedo and specular workflow
updated bed import defaults to point to Bed Spec material
retained old material/texture setup just incase we revert
Fixed avoidance behaviour saving and keeping the 'closest obstacle' when it doesnt exist anymore
drones with ThrownWeapon in storage are marked as hostile, also mark as hostile after dropping weapon for period of time
Add ghostship B/C/D variants
drone ThrownWeapon rework, split serverside response to client throw into an implementation that's common to both and let drone storage override what it needs to and handle item consumption itself
- fixes issues like the RF explosive not getting state transferred over without needing to duplicate code between them
Refactored obstacle avoidance logic into its own file
merge ghostship_timeouts to naval_update
Fix compile error with timeout overrides
Better abstracted targetting, so we can test better