245,045 Commits over 3,898 Days - 2.62cph!
Add small box to the underground workcart
explosion_medium + explosion tex/files
Fix lighting in reflection, no fog yet though
CommunityNewsBox: add icon prefix before comment count
Add a bunch of stats to ingame console
Fix clip distance when under water
Fudge water shader reflection UVs to fix gap
cleanup
- separating MarchingCubes and NativeMeshSimplification into separate namespaces and compartmentalizing them better
Enable #nullable
Playing around with a water shader
Add tags from world object to chunk SceneObjects
removed the prefab just made
updated ians worldmodel prefab with new mesh
renamed VM fbx to be more consistent with prefabs
Simplify networking options in header bar in editor - drop down options in Network for Simulate Lag, Lobby Privacy
mini cross bow world model
lods and basic prefab setup w some scripts
Update: adding source code
waterpump_minimum_depth_change -> main
Reduced required minimum depth on water pump so that its usable in the new rivers
propane_stack_size -> main
Update Propane Tank stack size from 5 -> 20
merge from localcoord-blend-layer
Optimize navmesh geometry collection by fully utilizing the BVH of a physics mesh
Merge: from profiling_improvements
- Moves core of ServerProfiler to an unmanaged DLL - this deals with various mod issues and massively reduces recording overhead (less than 10% vs previous up to 7x).
- Snapshot marks are prefixed with assembly name
Tests:
- 3 times in a row: Generated snapshot in editor on Craggy
- 5 times in a row: Generated snapshot in Release standalone server with 6k world and 190k entities (with borked and good harmony mods)
- 3 times in a row: Generated snapshot in Debug standalone server with 6k world and 190k entities (with borked and good harmony mods)
- Built Wint64 client (debug and relase); booted up release
Set battering ram gibs mesh to read/write enabled
Updated gibbable component
Clear volumetric fog texture on creation, this seems to could've caused problems even back on Alyx but issue is bigger now that we don't write to all volumetric fog froxels at once
Fix ClearUnorderedAccessViewUint not clearing properly for Texture2DArray and Texture3D
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Mini crossbow icon render setup and icon
Update: Avoid shipping ServerProfiler to clients
- Done by deleting the dll after it's built
Tests: Build Win64 Client Debug and Release - no more dll
Update Catapult Flammable Ammo Textures and LODS
Handle TcpSocket not being able to start more gracefully
Auto Switch to Best Host Candidate (#1705)
Previously anyone could be assigned as a host when the host leaves. Now we'll score lobby members by their average ping and average connection quality to all other peers and use that score to determine who to give the host to.
When a host leaves, we'll try to find a good candidate and set the owner immediately first, but if that fails, it'll happen the next time someone is automatically assigned to be the host.
Previously, a connecting client could be assigned the host, but this is no longer the case as clients must be fully connected to be considered as a candidate.
In addition, we'll periodically attempt to find and change to the best host candidate. This particular behavior can be disabled per project or per lobby.
Stop reloading cookies, history etc whenever the asset browser becomes revisible
Move project-aware location logic to AssetBrowserLocation, special cases for Core/Citizen, use root title in path widget
Refresh asset browser sidebar, hide built in content behind 'Show Base Content' toggle
FindProjectByDirectory prefers closest match in case of nested project paths (eg libraries)
Disable ShowBaseContent by default
Fix long FolderNode labels getting cut off early
Selecting sidebar node for current location works with all node types
Add server tags as LobbyInformation.Data
Update UI button prompts to show controller glyphs when playing on controller
launcher reload bug fix attempt 1 + dryfire additions/improvements
exported wolf attack ledge animation
Update SpriteTools
Add Crosshair visual to WeaponComponent
Fix LeaderboardPanel Sorting
Update Input Actions + Crosshair tweaks
Improve controller support
Can now optionally aim/fire with arrow keys
Some tidy up, improvements to algo
Die if health is 0
Destroy Observer when respawning
Update PlayerController to latest
* Update animation wish_ vars
* Delete RigidBody/Colliders on delete instead of leaving them invisible
* Store colliders on their own child GameObject so they can have isolated tags
Update player.prefab
Fill in PlayerController ref
IsValid checks in PlayerInteractor
drawbridges door prefabs and setup, anim controllers