127,494 Commits over 4,201 Days - 1.26cph!
Merge: from server_occlusion_gen_reorder_narrowphase
- Bugfix for ServerOcclusion potentially crashing during generation
Tests: generated custom map that had a consistent crash and a default 4.5k procgen editor world
Bugfix: ServerOcclusion - don't schedule same SubGrid cells repeatedly for rock intersection
It caused more work to be done(this saves ~13s), and in some cases even an out-of-bounds access crash.
Tests: generated server occlusion cache for a 6k custom map that had a consistent crash, generated default editor 4.5k proc gen world
separate sizes, fixed scaling
Fix new notification sounds not responding to volume controls
Remove command for debugging oil rig server reset, no longer needed
Improvements to dialogue graph speech nodes, they now look nicer
FIx for recent change to LocalizationTokenDrawer, label text should now being displayed correctly
Hacky single scene item render test. Will tidy it all up if it works.
Canon animation pose updates to match ballista pose
Ramp, lods and gibs and textures
Updating 50 cal rig pivot points
replaced debug line with asserts
Added plushies to the scene
Merge from naval_update/floating_cities
Reapply placeholder mission things to floating city, applied to Casino Barge prefab
Run S2P
supplies barge culling volumes for props
Anim updates and inital set up for blow pipe, boomerang and compass
fixed tarp material override order on security tower tarps
med bay barge culling volumes for props
removed unused scripts on hanging tarp prefabs
merge from charityplushies_skinviewer
Fixed spray can reskin UI closing too early if the player was looking at a skinnable object above them
Fixed spray can free spray clipping through some floor pieces on jungle foundations
Add `batch_industrial_pipes` convar to toggle the behavior
- still need to call `refresh_renderers` to refresh them after changing behavior
Add support to override the max verticies per mesh for individual RendererBatch instead of changing global convar
- increase from 1k -> 5k specifically for industrial pipes to capture more than the short stubby pipes
- rest of the batching system stays the same
- change original solution from adding RendererBatch at runtime to adding the RendererBatch to the PipeRenderer prefab and set it disabled since we can't set the override to 5000 before OnEnabled() is called
- this causes every single prefab to be reimported but is safer than cranking global convar
Add industiral pipes to the batching system to reduce draw calls significantly when rendering industiral pipes
Fix textures that are resized to the nearest NPOT by Unity on import being incorrectly flagged as "compression disabled" by the texture analyzer tool
Fix pool used for Vis.Entities() in AddNearbyTurrets() not returned to pool
cinematic_play will now fallback to the standard gestures if provided a gesture string that isn't in the cinematic list
Working rear turret. Aiming is still ugly
Ensure roll values are removed by projecting our rotation onto fixed axes (not transform axes)
Manifest
merge from biome-fog-stencil-volumes
merge from fix_console_flickering -> main
Fix all the flickering in the windows console and all the pre-existing bugs
- boils down to avoiding clearing text (by writing spaces) before writing the new characters, to prefering straight overwrite where possible
- changed both status text and input text to only be updated when needed
- that change created a bunch more bugs (not listed here for our sanity) and made below bugs stand out more
- fix multi-line log messages cutting off when reaching the bottom of the buffer
- fixed the cursor bouncing around as you are typing commands
merge from naval_update/deep_sea
Deep sea generation tweaks and improvements
Add correct components to rear turret
Standing mounted turret seat setup
Mounted Turret Seat now supports multiple turrets on the same vehicle
Initial rear turret setup