128,362 Commits over 4,201 Days - 1.27cph!
oil rig foot b lods and collision
unskinned_windmill -> main
LOD improvements (match sail and vain)
- Changes to how conversation data is saved from the dialogue editor graph
- Fix oil rig mission item shortname
- Dialogue options populated through a mission list node now display a mission icon next to the dialogue choice, indicating the option is a mission name. Added flex elements to dialogue option UI to support this
- Fixed issue where displayed dialogue option number could be wrong when displaying a mission list node
- Can now talk to NPC's whilst using noclip
Boat door colliders: convex solution that has a hole for glass collider to work
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Small engine prefab update
more precise colliders for modular boat low walls
Halloween_25_Update -> main
Setting the requested mimap levels on all hotbar items
Allow all door types on player boats
Bugfix: reduce error false-positives by ensuring bot IDs never overlap
- Permit random overlap once we exhaust MaxBotIdRange ids (which is old behavior) but emit an error
Because we always picked a random bot ID, it was possible that there'd be an overlap and it could confuse dependent systems (like my logging for the NRE). Hoping this reduces false-positive error logging.
Tests: in editor spawned a couple players and killed them, then monitored the ID queue with debugger
boatbuilding platform anim updates
MeshTerrainRoot should now auto update terrain size field (needed for terrain map sampling), and update island prefabs with terrain size field.
Removed TerrainCollisionTrigger scripts from dynamically placed halloween/xmas mine tunnels
- not needed and not intended to be used for dynamic objects
Updating small engine LODs
Check for closest island in increments instead of every frame, also profiler sample fix.
small engine lods and collision updates
Added methods to the texture streaming class for changing and clearing the requested mipmap level
Storage room environment volumes on ghost ships is now brighter
Raised scattered paper meshes to eliminate zfight on them
Removed flickering glass decals from ghost_ships
Fixed shifting cover prefab on ghost_ship_b
nets ladder volume placement polish
SmallEngine fuel compile fixes
Fixed incorrect materials on LOD1/2 of ghost ship C
Fixed one of the mast ladders no working and rail blocking
Fixed ship_trawler_c back gate not allowing enough clearance
Added ladder volumes to most hanging nets that look like they could be used to climb/board the ship
Boat building station anims
fixed blockers around FC2
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FoliageGrid renders on closest island and resets when island changes. Handle cases of terrain being rotated when sampling terrain maps by extracting 2D worldToLocalMatrix.
Merge from chippy_optimize
Don't render chippy arcade machine if player isn't in front of the machine (lol)
Don't render chippy arcade machine if player is mounted to another arcade machine
Don't render if the chippy game is on the main menu and we've already rendered a frame (since nothing is going to change)
Disable canvas of chippy arcade machine if player isn't in range for the canvas to have anything on it
Replace LOD1+2 of arcade machine with non skinned meshes, allows them to be batched
Replaced some GetComponents on the server with casts since we already have access to the entity, should be a mild server side saving
Gains about 30fps when standing infront of a group of 60 arcade machines
merge from main -> qol_dump_improvments
merge from fix_blueprint_itemid -> main
Revert advanced BP fragment to old item id and apply FreezeItemid label
Prevent ItemDefinition from recaulating it's ItemId if the asset has the `FreezeItemId` label
- exposing as label instead of bool so people don't actively use this hack
Number of improvements to the dump command
- TLDR sometimes the scene files were correct, sometimes the overall information was correct, now scenes & overall information should be correct
- create a dump for the "DontDestroyOnLoad" scene (it's not really a scene but contains all our PrefabWarmup components)
- for certain dump text files, create separate files for active vs inactive objects
- fix only dumping the active roots and not all roots, active & inactive
Swap TerrainConfig to tropical when in deep sea, fixes snowy tropical beaches
Swapped windmills from skinned mesh renderers to regular mesh renderers.
With 50 windmills (high end, all around the same lod):
- saving .15 on UpdateAllSkinnedMeshes
- saving ,15 on MeshSkinning.Update
- Saving .12 on Animators.Update
- Saving .10 on DirectionUpdateAnimationBegin/End
- saving 0.07 on camera rendering