129,069 Commits over 4,201 Days - 1.28cph!
fix world model outline not showing on loaded rpg ammo (for dropped item)
- added a check before showing world outlines for if the transfom is active in hierarchy, if not, no outline
merge from cannon_water_fixes
FIx cannon water factor override only existing on clients
Floating city 1 2 3 scene2prefab
Fix floating point overlow in mip level calculation
merge from naval_update/deep_sea
Added renderer for the sea floor in the deep sea, moving it from Y -100 to -50 to match the terrain margin height
Removed the bottom radiation volume
Revamped the culling volume setup for the casino interior to improve performance / casino interior will only render when entering through the elevator
Added fake curtains to block off the interior when peeking from outside
Various other tweaks and fixes
re-populated entity prefab (would not re-connect), added rotational offsets to match existing position, will most likely conflict when merging with player update entity
Bugfix: AnalyticsV2 - skip client analytics if steam hasn't been started
Tests: none, trivial change
re-populated worldmodel prefab (would not re-connect), scale and collider updates
set viewmodel prefab to use bone based animation
Bugfix: AnalyticsV2 - Log and DryRun no longer skip accumulators and uploaders once changed
As an extra, it got rid of a bunch of inheritance code
Tests: ran unit tests and logged analytics in editor
Fix shooting/reloading cannons under water
Fix bug that capped the amount of cameras you can add to a computer station at 256 characters of the combined identifiers, caused by the default max length when reading the joined bookmark string on the client.
Bumped it to 1024 which should be more than enough for most situations.
fix deploy guide"built-in render texture type not found" error
naval_update -> pt_boat_2
Assigned names to the 4 static cctv cameras at ferry terminal, they actually work now. S2P
FERRYDOCK, FERRYUTILITIES, FERRYPARKING, FERRYLOGISTICS
Lerp when not using sights based on a fixed sensitivity value
added hazmat worldmodel, set up prefab and linked to item.
set up viewmodel prefab with updated model, re-populated animator and updated anim names
Client Prediction V2:
Calculate a common time frame reference to send as a time key
Hold a list of 20 previous predicted states on the client
On receving a new server state: check your list
Reconcille if needed
put the ocean back into the cargo test scene (ocean topology)
merge from anisotropic_fallback
RPG7 - Fixed ammo position in world model prefab
Update: UsePlayerTasks - ensure SendEntitySnapshotsWithChildren_AsyncState have equally sized batches
Previously we counter players for batch limit (skipping it's hierarchy), but that could lead to lopsided unequal tasks
Tests: couldn't test this one, but it's similar code to other places so should be gud
merge from naval_update/deep_sea
Dont call kill on dead or destroyed players
Better logs from deep sea commands
Added component to show loaded ammo in dropped RPG
Swap over TIme.time to Epoch.Current so we can have consistent time values on the client + server
Fixed client portal weather lerping
Make sure to network the deep sea Open flag to clients
Optim: UseOcclusionV2 - ServerOcclusion caches unoccluded connections
- removed couple redundant if checks
This allows us to completelly skip faster-but-still-slow ShouldNetworkTo that have internal hash lookups in SendNetworkPositions - hoping it'll speed it up 50%
Tests: ran in and out of occlusion on Craggy. disconnected to validate sleeper, then killed sleeper and reconnected - all works
Fixed the deep sea portal bounds not being initialized when spawned, causing them to never teleport players ffs
Added a shader for rendering the movement of paintball pellets inside a hopper
Raised height of weapons vendor due to legs clipping (supplies barge)
merge from fc_shorevector_fixes
painted ocean topology onto shared FC terrain and rebaked shore vectors
handling null/empty heightslope and waterheight data in baked data properly
(was trying to blit empty arrays)
Fix anchor visual state on entering network range or loading in.
Added tropical4 to the deep sea islands
merge from naval_update/island_scenes