133,583 Commits over 4,262 Days - 1.31cph!
- Actually skip MountedPlayerSync()
- Cleanup
Bring back changes on
65343, this allows us to bypass BaseMountable.MountedPlayerSync on a per mountable basis
- Expose MountSyncType options (can now parent players to mountables, or reposition per frame as normal) - can be set per mountable
- Allow AI to be able to handle these settings differently (eg we can parent just AI to mountables)
rebuild censor chunks and reapply properly when censorsigns changes
Merge: from procpop_debug
- Bugfix: fix DensitySpawnPopulation prefab pool being starved out, resulting in failed spawn attempts
- Optim: DensitySpawnPopulation early exits if it reached prefab population target isntead of continuing to try to spawn
- New: spawn.report now contains info about failed iterations and how many entities it recently spawned
- New: spawn.dump_map <pop> [count] which simulates spawns and generates pngs indicating general spawn area and attempted spawns. Pngs in <server_ident>/debug.
Tests: 4.5k procgen in editor - server started with full junkpile pop, simulated spawn gave better numbers
Update: dump_map exports to identity/debug/ folder
- client buildfixes
Tests: built all modes in editor, ran dump_map on craggy
Optim: DensitySpawnPopulation - stop trying to spawn prefabs when used up available prefabs
This eliminates a lot of wastefull attempts
Tests: while at full population, ran dump_map with 1000 items to fill - reported 0 attempts
Show an error toast when trying to deploy & edit a boat that has been recently damaged.
Bugfix: DensitySpawnPopulation - avoid weighted prefab pool starvation
Bug from 2022 - we never checked if prefab instantiation ever failed, as it has it's own internal checks
Tests: ran spawn.report - saw that junkpiles population was full after boot. deleted junkpiles pop then immediately simulated spawning - saw green pixels, got the count
Update: spawn.dump_map - also report how many spawned and how many attempts were taken
Looking at the texture it's hard to believe it has 800 green pixels, but apparantly it does.
Tests: used dump_map right after delete_populations
Added store images for the following:
- LNY wallpaper
- LNY wall divider
- Halloween wallpapers
- Balloon pack
removed 3D gaussian blur entirely, it was too slow
split censoring XYZ segment counts and convarred, defaulting to (4,5,4)
Fixed steam inventory modal unable to send coroutines during their init
Fix issue causing low ammo indicator to be always on
Only scroll when the item is not 100% visible
Some safety checks
merge from indirect_instancing (for real this time)
merge from indirect_instancing
local-region OBB pointcloud fitting
Some bug fixes, reset scroll pos after closing the skin modal
NRE fixes
Update: differentiate SpawnPosOverride and Density errors
Noticed a bug that can cause random prefab picking starvation (we don't return prefabs if instantiating a prefab fails), will fix in a separate CL to confirm via debug maps
Tests: ran dump_map junkpiles 1000 on 4.5k procgen
slight cleanup, disabling blur for now
Adding extra unitybuild args that were missing on OSX builds
Update: refactor SpawnPopulationBase to work with ISpawnHandler
- got rid of SimulateSubFill, consolidated logic
- changed dump_map default simulation count to 100 (to avoid iteration explosion)
- added more fail reasons
This both reduces code duplication and makes sure we run exactly the same SubFill logic when simulating to generate debug maps
Tests: ran it on 4.5k procgen with dump_map junkpiles 1000 - found why they don't spawn
Add colour to instance data for debugging, wip rotation handling for seamless LOD borders
* Moved fallback bounds transformation to a job
* Removed old fallback culling code
Moved gallery images to CoverImage
Fixed scroll view paddings for items with more than 5 images
Clicking a gallery button scrolls to center the clicked element
Cleanup: Remove old MotionList code
* Fixed objects in fallback renderer not updating correctly when in motion.
* Added profiler markers for draw call submission of instanced and fallback renderers.
* Fixed streaming_use_mesh_uv_distribution_metrics not actually doing anything.
support for movement sounds on pt boat turrets
Fixed weekly items modal not showing "This item can't be broken down"
Cleanup
Parachute backpack/canopy/gibs reposed
▅▌▌▇ ▅▅▌▊▌▉/▅▄▇▊ ▆▆▆▌▅, ▉▌▇ ▆▋▆ ▍▅▉ ▆▋▋▆▍▋▊▊▆ ▋▌▍▉▉ ▊▆▅▌ ▋█ ▅▌▉▄█
merge from console_autocompletion_contains
Changed the console autocompletion from StartsWith to Contains
Steam inventory modals fixes following the gallery changes
Remove SimpleFloatingEntity and associated prefabs, they were never used
Fix new Lua error with spawnmenu again
* Why was it "HangOpen" and not "SetHangOpen" for spawnmenu..
Probably fixed floating addons on Linux
Minor cleanups
Ghost sheet and Dracula outfit repose
Fixed pool leak in BuildingBlock::DrawHighlight
Bugfix: fix spawn ticks counting non-max pop as a fail, instead of requested spawn count
Tests: none, trivial change
Update: add ability to dump pngs of simulated spawning of a population
Tests: used locally