126,690 Commits over 4,171 Days - 1.27cph!
merge from io_serverrestart_fix
Reset seismic sensor on load from disk so it doesn’t get stuck after a server restart, if it was saved while ON
Fixed RF broadcaster staying ON after a server restart if it was saved while broadcasting
Improved messages for inventory "Cant move Item" -> detailed failure message
merge from fix_arctic_puzzle_reset -> main
Finalise SIMD terrain culling implementation:
- Fix oscillation/flicker bug by tracking individual ray progress properly.
- Adjust step size dynamically with altitude to reduce iterations.
- Limit overall iterations to ConVar `indirect_instancing.tc_max_iterations`.
- Ignore rays to instances that have been culled in a previous step.
AI boats will now attempt to ram players
Fix compile error in new Translate.GetPhrase() server method
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AI Boats will sometimes drive by the targets then pull in front or behind them
Add more debug output to the indirect_instancing.debug overlay
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Probably fixed Linux compile
Remove main menu's reliance on RUNLUA: hack
Fixed some warnings about mismatched convar flags
Reduce MAX_LIGHTMAP_DIM to 128
Bumpmapped materials allocate 4x the size, so we have to account for that.
Bump "target max" size for entdata to 4MB (from 394KB)
No real functionality change, just less OVERFLOW!!111 warnings on map compile
Fixed a regression with ConCommandHash related changes
Revert "CurTIme to double"
This causes serious prediction issues with existing servers, so it will need to be done with a network compat update
Added `spawnmenu_toggle`, defaults to 0
This setting is available in Utilities => User => Sandbox
Give better max values for Utilities => Sandbox limit sliders
merge from main -> fix_arctic_puzzle_reset
Added server version of Translate.GetPhrase
Switch to new Translate.GetPhrase() when reassigning reset phrase
merge from main -> fix_arctic_puzzle_reset
Added Translate.GetPhrase method, was needed to get phrase from a token
RPG Ammo - Added simple initial projectile prefab for all three ammo types
Save extra properties added to puzle reset over the years to fix arctic research puzzles closing on players (and probably bugs with other puzzles too)
- CheckSleepingAIZForPlayers
- IgnoreAboveGroundPlayers
- BroadcastResetMessage
- ResetPhrase (token)
Reverse steering if we are going backwards
Bring back incremental steering
Fixed bugs with moving the claim from one boat to the other
merge from door_canopen_saveload
merge from naval_update/deep_sea
Moved entrance portal closer to the valid bounds end, was spawning too close from the island
Save and load canHandOpen, canNpcOpen and isSecurityDoor fields for doors. This should fix:
- Some puzzles breaking after first server restart, allowing the doors to be opened without power (oil rigs, launch site)
- Oil rig scientists losing the ability to open doors and push inside certain rooms after first server restart
merge from analytics_texture_memory -> main
merge from workshop_scene_bugfixes -> main
Expose texture memory usage in client analytics
merge from fix_entity_scale_occlusion -> main
Fix `ent scale` only accepting an int instead of accepting float
Fix not working when far away, call "ResetCulling()" on all LOD components as well as calling it on the entity having it's scale changed
- this should only be called on the client when the scale has changed so it won't reset culling on every single network update
Fix entity not being able to reset to 1 scale since it was ignoring default scaling size
- network scale every update if `networkEntityScale` is enabled
Bump default ocean scale to 3 in deep sea
bump maps, visible backfaces for depth cues
Fix how phrases were being displayed and edited in conversation graph editor, now utilizes the custom editor for phrases
- Get rid of recast demo space partition structure, after profiling deeper turns out it's slower in our use-case
- Allow tile gen to be fully synchronous with no time slicing for easier profiling
- Fix part of the world not generating
- Re-add support for different resolution in monuments
- Try out various methods of culling tris / mesh decimation, no perf improvement
Fix entity scaling not updating the bounds & culling bounds of entities
- recalculate both the bound and the culling bounds
- reset the bounds inside ResetState() based on the original prefab so it doesn't cause pooling errors
Added PT Boat 50 Cal Dual and Single FBX and Textures
Setup PT Boat 50 Cal Materials
Started Setting up PT Boat 50 Cal Prefabs
Update: AssetDatabaseBackend - throw an error if trying to load an asset that's not part of a dynamic bundle
Tests: clicked through store in editor
t1 smg world anim update, fixed animator issues
merge from naval_update/floating_cities
regenerate static fields to fix compile
- added ResetStaticFields call to codegen clean
Restored deep sea floating city prefab
Moved floating city prefab out of autospawn, so it doesnt spawn with procgen