130,791 Commits over 4,232 Days - 1.29cph!
Update: serverocclusiondebug - clarify what invalid grid means
Now explicitly saying that server occlusion treats path with one or more invalid grid positions as unblocked
Tests: none, trivial change
Bugfix: server occlusion - skip occlusion for players outside of the occlusion grid
Tests: checked occlusion between y:90 and y:110 - previously would stutter(OcclusionV1) or would occlude(OcclusionV2). Tested hiding behind a hill - still works
texture and material updates
added fuse burn mesh to cannon to allow darkening of the fuse as it burns.
trying to make sense of shit code I wrote a year ago
edited 3p chainsaw harvesting anim and reset tranlation in its entity
merge from storepage_fixes
Update: introduce BaseEntity.ServerNavMeshPos property and use it instead of the methods
Incomplete work(need to expose transform matrices), will return after bugfixing
Tests: none
Fixed various lighting issues within the lit and deferred lighting shaders within RRP
- NPC dialogue panel no longer appears clickable when clicking does nothing
- Improvements for resetting some objective types, setup for the deep sea islands and floating city missions. Affected objectives will no longer appear as complete if you no longer meet their complete criteria
- Add 'blockReset' to objective statuses. Used to block objectives from resetting themselves if they are auto completed by another objective
- Moved mission point for floating city to be the a zeroed child transform of Casino Barge
- Map markers now get updated immediately upon opening and closing map
- Fix SpeakWith objective types showing pings outside of the tutorial
- SpeakWithTargetNPC now properly updates the objective location
- Objective ShouldShowOnMap now also checks if prerequisite objectives are met
- Objectives now check if prerequisite objectives are met before marking themselves as started
- Fix missions list in map sometimes not showing active missions
- Fix rotation of map mission marker for the deep sea entrance portal
- Cache update map markers delegate
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Fix call order when BBS dies, so FinishBuilding can actually work
Try and finish building any boat before killing it.
Destroy any boat construction when the platform gets destroyed
Fixed store page footer canvas staying active when closed
edited flashlight refresh anims
removed batching scripts from cargoship prefab
Add graphics.useDetailedRendererBatchCullingCheck convar to test new behaviour, defaults to true
Would need to relog to see the difference
Allow MeshLOD and RendererLOD components to use the occlusion culling system if they have a RendererBatch component but the RendererBatch won't work (eg. not marked r/w, too many tries, etc.)
When standing at the edge of trainyard or outpost and looking directly at a wall (when you would expect the majority of assets to cull) this seems to cull a huge amount of renderers
Compound goes from 4.4m tris and 1347 SetPass calls to 2.2m tris and 829 SetPass calls
Trainyard goes from 5.5m tris and 1538 SetPass calls to 1.8m tris and 726 SetPass calls
MeshCull seems to be working correctly on paper but still seems to be rendering when I would expect it to be culled, so there may be more gains to be had here
Apply some array bounds checks to ProcessCallbacks, trying to track down a rare NRE
Fixed an exception when toggling occlusion culling in the experimental settings menu while in-game
turret_head_animations -> naval_update
- Fixed muzzle flash playing at the wrong location (still bugged on front turret?) - Add model scripts to the top most parent of each of the 50cal entities
- Remove any clientside angle smoothing - bad idea (causing minor stutters)
- Deleted unused head anims folder
Dont bother with the snapshot update - we dont need it. Handle it in SV_ReloadStart instead
Yaw needs to be set as well due to where our animation starts
Actually set the pitch values to prevent them trying to continue where they left off
- Save client predicted weapon rotation adjustments into the state circular buffer
- Ensures this forced position update is classified as valid on the client, preventing reconcilliation
Without this the turret was reconcilling at the end of a reload as the predicted rotation change wasnt saved as a valid state
Fix some causes of reconcilliation after a reload
- Dont generate predicted states when reloading
- Force update visual weapon rotation when reconcilling, dont just update internal values
- Increase degree offset required for reoncilliation
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Remove test_effect and env_physwire
* Useless entities that do nothing
Remove trigger_cdaudio and target_cdaudio entities
Remove env_particlefire (does nothing)
Updated language files
Make net_error thread_local
Fixed crashes to do with vehicle driver NPCs
Foxed a potential issue with CNPC_Osprey
Remove non existent entities from the FGD
* Weapon_Brickbat, env_rotorwash, references to weapon_beerbottle, test_sidelist, npc_crabsynth, env_terrainmorph
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atlas B - textures and material
naval_update -> turret_head_animations
SoundDefinition can specify if a sound should stop when its parent is destroying instead of always finishing
rpg7 viewmodel anim sounds stop on parent destroy
scientist_boats_ai_improvements_3 -> naval_update
Some more tuning:
- Reduce group cohesion a little (they were a bit too stuck into groups)
- Can jump to a new macro target earlier (makes them less stubborn)
- Increase how far out they need to be before they will begin pulling towards the centre
- Greatly increase the applied centre force (they cant get out of moving to the centre as easily)