130,698 Commits over 4,232 Days - 1.29cph!
merge from ice_sculptures/gui_sculpting
- bit broken still
sculpture item not hidden
Jackhammer animation updates
RPG7 - Weapon rack position fixes
Fixed censorship not working on female torso
Fix lighting on render scene
Cassette recorder animation updates
updated minifridge box collider
Fixed GPU instancing for mesh-based particle systems that have it enabled
Updated storage adaptor volumes, now able to place on top of mini fridge under half height
Radtown puzzle door fix
Radtown bridge missing mat fix, maybe
minifridge techtree unlocking
merge from diving_goggles_fix
reduced texture sizes of minifridge textures
changed texture import settings to reduce emissive bleeding
Remove GIbbable components from immortal NPC vending machines
Seems to cause some issue when loading a save in client+server mode
Setup mini fridge softcore corpse
merge from fix_has_respawn_options -> main
scientist_boat_ai_improvements_3 -> naval_update
Fixed the AI Boat triggers on the oilrigs. S2P
Converted Minifridge to MeshLOD, match fridge LOD range
Fix checking for sleeping bags instead of checking respawn options in PlayerInit()
- was still spawning player on death screen on fresh wipe because it was checking for 0 sleeping bags which would return the mission locked outpost respawn point
Remove debug logs, fix signals not being broadcast the correct way for firing/lighting the fuse, add smoke/trail to cannonball.
Fixed the AI boat triggers on the islands as well, S2P everything
Merge from floating_cities
Fixed death screen fade not working correctly in deep sea
Merge from naval_update/floating_cities
Fix boat avoid triggers on floating cities not marked as triggers, causing players to get yeeted out of every floating city at high speed
Added DynamicSafeZoneArea to floating cities, triggers the hostile top right warning indicator when close to the floating city
Show a right click context option to add the selected item to the current tech tree graph
Fixed death screen not showing rocket icons from the RPG skin
Update TerrainCopyPaste to generate undo snapshots before pasting
Fixed tech tree editor window populate buttons not working
Merge: from baseplayer_serverupdateparallel
- Optim for OcclusionV2 - remove extra hash lookup in a busy loop
Tests: with UsePlayerUpdateJobs 2 - toggled invis in close proximity and far away, suicided away from spawn and flew back, teleported around
Merge from fix_use_bundles
Optim: OcclusionV2 - skip resetting lastPlayerVisibility every frame
Turns out didn't need to make the other half of changes
Tests: used invis close and far away
Update: UseOcclusionV2 - simplify toggling invis
- when enabling invis, notify occlusion tracking that we destroyed entity on subscriber's end
- when disabling invis, skip sending snapshots - occlusion will handle it
Halfway to remove the constant hashSet.Remove calls in GatherPairs loop
Tests: UsePlayerUpdateJobs 2, toggled invis in front of player. went invis, flew outside network range, flew back, disabled invis - spawned correctly.
merge from fix_dynamic_occlusion_pooling -> main
Fix pooling issue with dynamic occlusion pausing
- was assuming the entity wasn't parented by default, so dynamic = false by default
- however wasn't resetting the bool in ResetState() causing pooling errors
- even if it was, the old code was updating batching + occlusion every time the parent changed so we want to follow suit