135,660 Commits over 4,474 Days - 1.26cph!
merge from doorcontroller_restart_fix
Fixed door controller triggering on server restart
Fixed BlendTreeEventTrigger log spawm in editor while holding a crossbow
merge from horseprotection_leak_fix
merge from wallpaper_deploymismatch_fix
Fixed the train tunnels test scene and made it playable. Added a movable spawnpoint.
Some basic whitebox layout for the control room
Fixed wallpaper construction switching mismatch
Stacked desks stage 3 collision plus LOD/gib polish to fix any holes or UV errors from cutting meshes apart
halloween costume mat setup
Added rabbit test asset, textures, animations, model, prefab and materials ready for testing.
halloween costume prefab conditionals
LOD stages for stacked desks monument blocker
Viewmodel for halloween costume
Possible fix for apartments evicting players after a few minutes
Reset lastRentPaymentTime and zero out any outstandingRent or timeRentOverdue when a new tenant rents out a room (was inheriting the last occupants values)
Would have affected servers with 24h+ uptime more severely
merge from ClanActionResult_leak
merge from bannotification_date_fix
merge from raidwindow_convar_fix
merge from skinviewer_charms_fix
Setup RRP volumes/scripts for screen_blur and screen_blur_heavy for BlurManager
Use _RRP keyword for UIBlurBackground and UIBlurBackgroundSpread shaders to toggle grab pass sampling (using a subshader seems to cause crashes)
Add UI Blur profile to BlurManager with variable blurSize
Add UIBackgroundBlur component to ingame menus
Setup UIBackgroundBlur tweening to match old behaviour
optim: merge modules, running a bunch of anim jobs seems stupid expensive
Disable built in IK on all rigs/controllers so they both don't run at the same time, some things like twist bones still run - we need to switch away from humanoid avatars to fix that.
Add .DisableClans to editor iteration speed options, it keeps on locking up the local db whenever I recompile
Move everything into IK animation jobs, batch player movement -> commit it all at the end of the cycle. Stagger graph updates.
Cache estimated velocity in position lerp
optim SetFloatFixed, it was always setting values even if they were the same when interpolating tiny values.
Added wallpapers support to the skin viewer
Add Rubble on Barrels monument blocker stage meshes and colliders, gibs and prefabs still WIP/pending.
First pass on CliffSandbox dev scene to generate a procedural terrain heightmap and test cliff placements using the prefab's setup
merge from cui_fadeout_fix
Another potential fix to CUI fadeout Invoke not firing
Reverted previous attempts
Bugfix: ensure rendering camera is facing same direction as apt cctv camera
Tests: rented 602, looked into it - more stuff rendered
Founders Door - texture update, lods, icon
Fix code files affected by the asset subtract
Subtract changes to scenes and prefab, as it caused an error in deep sea creation
Clean: get rid of OcclusionCulling.DebugFilter
We already had DebugMask that represented exactly the same
Tests: compiles
Update: expose more of OcclusionCulling debug
- got rid of original culling.debug clientvar (superseded by debugmask which accepts a bitmask value)
- added debugscreenbounds (shows screenspace bounds + resolved LOD of hiz chain)
- added printstats
Most of this was available in the editor, should make it easier to sus out the specific conditions of bugs
Tests: used all on craggy
Fix raid window convars not persisting after restart
Try doing it in post load
Added materials for the Rubble on Barrels monument blockers
merge from cui_fadeout_fix
Possible fix for CUI fadeout not working
Update: add debugshowoccluderid to help with filtering to specific occluder
Tests: used on Craggy to look at boxes
Attempt at also converting DungeonNavmesh, may need more work as it relies on massive bounds and passes the root objects to make the cost not balloon
Update: couple more debug features for OcclusionCulling debug
DebugLookingAt will try to resolve LODComponent (but our entity hierarchies are wild, so it fails frequently), DebugRange limits which occluders are debugged
Tests: used both to target props on Craggy
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building
Remove independant navmesh component from oilrigs, tutorial island, and tropical islands.
The old monument navmesh component will dynamically switch to building disconnected new navmesh when off the mainland.
Flare rig assigned materials update