127,346 Commits over 4,201 Days - 1.26cph!
Don't show deep sea map button if not in deep sea
Fix compile error that didn't merge from main
WIP deep sea map work
Add a button to toggle between modes, disable fog of war for now
merge from fix_rhib_teleport -> naval_update
Add rhib and scientist RHIB to the vehicle whitelist
merge from fix_rhib_teleport -> navaL_update
Improve "CanEntityTeleport" method
- add "IsMounted" check because mounted != parented
- check if any passengers are NPCs, if so block (extra safety against scientist RHIBs teleporting
Added vehicle blocker logic for small ramp (retract ramp if it hits a vehicle)
Missed style file (rhyme time)
Change Image material on buttons so they all appear white
Partial revert for setrrccode convar admin bypasses, now only the commands bypass turret and drone auth checks
merge from main -> naval_update
Small tweak to string lights / removed opacity from LOD2 and lowered its swap distance to 10m which helps reduce set pass by a lot
Add gametip for too hot debris harvest attempts
merge from fix_terrain_texturing_alloc -> main
merge from upgrade_cctv_convars -> main
remove whitespace, also forgotten from last commit message:
- autoturrets and drones can now be edited by admins & developers, bypassing auth checks
Upgrade CCTV convar commands
- change CCTV setting convar to extend to all remote controllables that use an identifier
- changed name of the convar from "setcctvcameracode" -> "setrccode"
- addcctvcode and removecctv convars now accept multiple code arguments
Fix TerrainTexutring NativeArray changes having the incorrect types
- when using managed arrays it will automatically convert to Color
- when using NativeArray your type needs to match the texture pixel format
halloween wallpapers texture tweaks vol2
halloween wallpapers texture tweaks
merge from main -> fix_terrain_texture_alloc
Casino big wheel room tweaks and fixes
Removed collider from netting blocker
merge from main -> naval_update
merge from fix_tree_impostors -> naval_update
Dynamically load all gestures from `GestureCollection.Instance.AllGestures` and use their sprite for the button. Halved the looping time of looping gestures to 2.5f seconds. All gestures are working but the sprites can be improved
Add helper property for "Is the local player in the deep sea"
Split impostor batches based on if their positions are inside the deep sea or not
Only render deep sea batches when client is in the deep sea and vise versa for main island
Remove the interaction timers from anchors to match the recent removal of timers from other items.
Cherrypick
134447 (fix steam being accessed too soon in client analytics)
Update: add extra TODO for UseOcclusionV2
Tests: none, trivial change
merge from fix_steam_init_analytics -> naval_update
Fix steam analytics occasionally throwing errors due to trying to get the steam ID for analytics before steam has been initialized in the editor
Update: UseOcclusionV2 - propagate networkTime to OcclusionGetRecentlySeen
Should be a smidge faster, but it's primarily to enable threading if we go that way. Also saves on profiler inhibiting the call (need to exclude it on the profiler side)
Tests: none, trivial change
Added translation strings for boat validation enum so we can show nicer toast error messages.
Clean: restructure UseOcclusionV2 code to make profiling easier
Tests: compiles in editor
Set selection scrollview content to use preferred size to prevent being able to scroll beyond elements
Cherrypick
133467 "Editor tool to find and remove incorrect / leftover entity tags"
My previous commit makes it so entities get their labels cleaned and applied correctly on every manifest run, but it doesn't clear the tags off entities that became non-entities at some point.
For that (less common) case this manual tool that I made before can be used.
merge from fix_terrain_texturing_alloc -> main
Switch TerrainTexturing from managed array Color[] to NativeArray<Color> and use the temp allocator
- reduces heap watermark being pushed up while loading map, though watermark is pushed higher by other parts of client loading still
Clean: fix ShouldSkipServerOcclusSion typo
English is hard
Tests: editor compiles
Setup prevent building volume on small engine.
▋▇▄▇ ▉▍▆ ▍▉█ ▍▌▍▌▊▆▆▋▆█ ▋▋ ▆▆▊▄▌▍▇▋▋ ▅▍▍ ▊▊▅▆▉▄▆▄█ █▆ ▋▋ ▋▆▅ █▊ █▆▉▍▄▌ ▋█▅ (▇▊▌▋▋▍ ▄▆▄▄ ▄▅▆▆▊▇▌▍). ▌▇▅▊ ▆▆▅▋▋▇▊ ▉▇█▄▍▌█ ▉▋▉▋▊█▆▄██▆ ▄▍ ▊▆▌ ▌▅▄▋▇▊-▉▄▆▋ ▊█▋ ▉▅▇▇▆
Optim: UseOcclusionV2 - OcclusionFrameCache uses NetIDs instead of BasePlayer pairs
This avoids ObjectEqualityComparer which has overhead because of unity-null checks
Tests: none, trivial change
Optim: UseOcclusionV2 - reduce lastPlayerVisibility hash lookups
Should help OcclusionGatherLostPairsToSend internal loop to stay hot. Also gets rid of small funcs that are inhibited by profiler
Tests: ran in and out of occlusion