138,721 Commits over 4,324 Days - 1.34cph!
Implement indirect instancing profiling module to record debug data, needs .debug to be active atm.
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
Apartment complex b progress
mesh.Begin throws errors with invalid primitive counts
Fixed a crash with func_button and Sandbox drive system
Lets try making r_radiosity default to 4 again
Add some sanity checks to map loading
Update: shifting job dependency downstream
Tests: none, trivial change
Update: added AntiHack.AreSpeeding - (almost) fully jobbified version of IsSpeeding
Only active with UsePlayerUpdateJobs 3. Needs unit tests, will do that later.
Tests: booted on craggy with UsePlayerUpdateJobs 3 and ran around.
no more LINQ, added TimeWarnings
Baseline, added RidableHorse2 prefab and skeleton
Buildfix: type missmatch
Tests: editor compiles
updating component box performance pass
Update: add BasePlayerJobs.CalcPlayerSpeedJob
Tests: none
Update: add ScatterValueToJob utility job
Tests: none
Update: add TerrainHeightMap.GetNormalsIndirect
Tests: none
server_browser_phrase_fix -> main
Fix a bunch of missing tags on the map creator
Changed world.drawbounds to only send ddraw to the player running the command
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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