138,702 Commits over 4,324 Days - 1.34cph!
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Buildfix: fix up missed renames
Tests: unity compiles
Add some invalid handle checks to shadow rendering
merge cannon_fuseburn to main
Remove exit time between reload -> reloaded state in cannon barrel
Prevent tutorial islands from destroying deep sea portals when closing 🙃
exported updated helicopter reardoor idle anim
Update: AntiHack now track it's own persistent cache of player states
- base player internals redirect to the cache when jobs 3 is set
Gets synced when player enters and leaves player cache (even if they're disconnecting). This allows us to change jobs level without mesing up player state.
Tests: none, WIP
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Fix cannon aim jitter on high ping when reloading and lighting the fuse
Update: Gather more player state for Jobs3 work
- rewrite how we add to/remove from PlayerCache to add custom handling for specific systems (needed for AntiHack)
Tests: none
exported horse animations and rig
boat_highspeed_parenting_fix -> main
merge from /indirect_instancing
Stop high speed dismounting throwing you from your player made boat
Merge from turret_paintball_fixes
* Add an extra update call at the end of the frame after spawning instanced objects to catch spawn-then-move position errors.
* Only deal with valid LOD states and skip invalid states both in the middle and at the end of the state array.
* Reject renderers without materials outright.
Added a toggle to switch in between remote and local store override data in editor
Added a popup warning when uploading
Fixes for how paintball gun behaves with turrets:
- Damage is now increased when a paintball gun in a turret shoots someone wearing paintball overalls, same way when shot by another player wearing overalls
- Last applied paintball colour is now retained when placing the paintball gun in a turret
Misc changes:
- Removed paintball damage scaling in code for hitting different entity types, instead use the protection property assets
- HeldEntity cached item is now usable on both client/server
- Add sourceWeapon to projectiles, so the client can retrieve the source weapon entity from locally instigated projectiles
- HitInfo is now Disposable, same pattern as PooledList
- Remove various unnecessary HitInfo allocations
Add a placeholder altimeter prefab.
Add placeholder prefab to HAB.
Added two console commands clearcontainer and clearcontainer_radius.
Client downloads the store data when refreshing the store and loads all the overrides
Added Store/Upload menu item to upload the store content to S3
Fix naval scientist laser sight not being on during the day
delay_browser_changes -> main
Move the attack heli altitude guage calculation to a static so that I can use it for HAB consistency.
NRE fix and move GetPriv to OnDeployed from ServerInit
Fix FSMTransitionBase.get_Senses NRE
Revert region changes until next month - bring back ping for now
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Fix "SwitchParent Missed scientist2.corpse" log when naval scientist dies
Fix error for boat floor frame.
Add a null check to GetBlockedByErrorFromCollider.
Can now override store page elements as well
Cannon animation updates to include fuse movement in the reloaded clip
exported updated motorboat sit anims
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Add option to debug traces to ai debug prefab, to test bushes / smoke in editor
Added some test hair cards/materials for debugging