138,535 Commits over 4,474 Days - 1.29cph!
Terrain sample optimisations and toggles for testing, use vertex sampling for biome and normals, cull layer samples more aggresively, and use max layer only for parallax
Add compatibility with old Terrain_AlphaMap, switch back to old alpha map for now
Pool:
- Add test sounds when hitting cue
- Add test sounds when pool balls hit each other
Fix oil rig switch turning off when server restarts
S2P oil rig
Will require fresh server wipe
pool:
- sound effect on mounting
New pool controls that more closesly resemble real pool
- Hold Left Click to be able to adjust power
- Pull Back / Push Forward will adjust power
- Quickly pushing forward will actually hit the ball
Merge from attachment_fx_fix_2
Changed mod_attach and silencer_attach sound defs to use the tiny sound, reduces it's max audible distance from 60 -> 20 (although due to the falloff it's more like 10m)
merge from server_inventorydeserializing_optims
Server skips fetching all the properties of players steam items when deserializing their inventory
Speeds up entering playmode (and runtime server inventory deserializing), can be slow depending on your inv size
Subtract
157916 (we do want these sfx to be audible to other players, just with a smaller distance)
merge from fix_editor_disable_deepsea -> main
Don't spawn in the deep sea manager at all when it's disabled in editor preferences
merge from copy_paste_load_threaded -> main
merge from bootstrap_optims
Load the copy paste files on startup on a background thread
- still loads textures and adds to the list of files on the main thread
- saves 600ms for my 36 copy pastes
- more important for editor iteration speed than standalone clients (as most players aren't admins and don't have copy pastes on their client)
Removed the forced world and prefabs asset scenes activation from bootstrap (they still stream in the background, bootstrap no longer waits on them)
Skin viewer activates the prefabs scene when opened for the first time, it keeps waiting for it to be loaded if its not ready to be activated
Skin viewer loads bundled workshop skins through a sync path when the async bundle queue is blocked (the world scene holds the queue until its activated it when connecting to a server)
pool:
Ensure we cant move after hitting the ball
Swap sub system to be a child animator sub system - allowing us to create a 1d blend tree to clean up the movement
Add the upkeep component to both high walls and gates
Add support for the "Upkeep" component to tick a bool if it's a high wall
- will then use the convar for it's multiplier instead of the base's upkeep multiplier (based on size)
Add `high_wall_upkeep` convar to control what the upkeep of high walls will be
- set to static value because high wall upkeep would be too low near single TCs and too high near big bases
Refactor BuildCost() so it returns a struct that contains the cost & how many items are produced each craft
- allows us to divide the upkeep for high walls by 3x because we craft 3x per craft
Fixed regression with portal turret voice lines
Break debug.getlocal a little
Try to fixup crash dump console log with newlines
* Usages of MsgC or Msg without newlines would garble up the log, so we try to add newlines to the internal crash dump log so it looks correct, and also ignore empty lines
Add more decal nullptr checks
Fixed Ctlr+LeftArrow crash with TextEntry again
Fixed Entity:Remove removing stuff prematurely when crazy physics is involved
Added util.IntersectRayWithTriangle
Change start/end frames for turn animations, they had like 15 frame tails of nothing at the end.
rock carving pedestal wip baked model
merge from console_optims
Console autocomplete optims
Flare animation and events updates
One more terrain fix in puzzle zoo
Fixed some errors in the puzzle zoo scene
Added spawn.v3 prefab to world setup to make keycards spawn
merge from waterwell_stock_decrease -> main
Decrease max stock of items in waterwell vendor from 10 -> 2
- increase restock time from 2m -> 10m per item
- keep syringe & ammo at 10 stock & 2m restock time
dome logic decal tweaks to help left to right reading
refactor turn in place to mostly use anims, give up on ik for now.
merge from turret_hqm_increase -> main
Increase turret crafting cost from 10 HQM -> 25 HQM
Polish pass on supply signal refresh anims
merge from fix_boat_vendor_heli -> main
Add tests to confirm boat spawners don't destroy helicopters & boat spawners still destroy boats
Add support for vehicle spawners to label what kind of vehicles they spawn (boat, horse, heli)
- prevent boat spawners from deleting helicopters when spawning boats since they can't get in the way
WTP fixes
- gearbox wheel turns smoothly
- switched from prefab serialized values to server convars
- added debug convar command to check current pressure of tank(s)
Console: no more truncated combatlog, big perf improvements (only reparse changed rows, flex texts can use the measure fast path)
Add UV1 channel to the 100x300 barrels blocker for use with a new beveled rubble detail normal, in order to reduce the low poly look on some rocks
more basement player block blockouts
- play confetti effect on win