128,797 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Updated charity plushie meshes with LODs, and updated prefabs with new meshes
                
                
                
                
             
         
        
            
            
            
                
                change sleeping player collider to x-axis capsule, to save on vertical space
                
                
                
                
             
         
        
            
            
            
                
                - New TriggerPlayerMovePos script to move players with a vector relative to the centre of the trigger bounds - used to stop players getting stuck underneath a HAB when it lands on them in a safezone.
- Pause players being marked hostile for 2 seconds when entering the move pos trigger to prevent the HAB marking a player as hostile if multiple players are landed on inside a safezone
                
                
                
                
             
         
        
            
            
            
                
                Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
                
                
                
                
             
         
        
            
            
            
                
                Don't load inventory inside container corpse, we already load it in base.
                
                
                
                
             
         
        
            
            
            
                
                Fix instanceData on items getting disposed if an item gets loaded twice.
                
                
                
                
             
         
        
            
            
            
                
                Tweaked some table lamp LOD distances, and added a missing mesh culler on the bulb.
                
                
                
                
             
         
        
            
            
            
                
                merge from hackweek_crosshair_customization/settings_editor
                
                
                
                
             
         
        
            
            
            
                
                Make previous compile fix match the other ifdef behaviour
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Introduce WIP version of ConcurrentBitArray for bitmapped damage tracking
                
                
                
                
             
         
        
            
            
            
                
                Commit progress on deep sea islands mission
                
                
                
                
             
         
        
            
            
            
                
                v4 player entity, hold type and prefab update for C4 and satchel charge
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: UsePlayerUpdateJobs 2 - maintain partial ordering of snapshots when sending to player using tasks
- This fixes rare parenting desync that can manifest as a weapon attachment world model not hiding (or something much worse)
Need to optimize it by merging tasks, as this can create too many tasks for the server to process
Tests: flew around on Craggy with fast noclip - attachments didn't "duplicate". Shot animals, switched active items. Tested occlusion with 2p and geared guns
                
                
                
                
             
         
        
            
            
            
                
                merge from sail_physics_test
                
                
                
                
             
         
        
            
            
            
                
                increased rudder torque-control strength, set default control scheme to that for now
                
                
                
                
             
         
        
            
            
            
                
                - Fix detail mesh being built but not assigned
- Add option to specify whether or not we want to build the detail mesh
- Remove sample detail mesh height param from SamplePosition (recast will always use the detail mesh if it exists anyway when sampling)
                
                
                
                
             
         
        
            
            
            
                
                - Fix chunk bounds being incorrect
- Add option to debug sample the detail mesh height (it seems to not be working)
                
                
                
                
             
         
        
        
        
            
            
            
                
                third option on rudder control, bit of debug vis cleanup
                
                
                
                
             
         
        
            
            
            
                
                - Multithread in C++ instead of C# as it's simpler to avoid allocs
- Make navmesh build not generate any garbage
- Add option to sample detail navmesh height
- Tick navmesh from ServerMgr instead of letting unity decide
                
                
                
                
             
         
        
            
            
            
                
                Fix wall cabinet not showing media
                
                
                
                
             
         
        
            
            
            
                
                modular boats building blocks, wood tier art files including textures, materials, models/gibs/colliders
                
                
                
                
             
         
        
            
            
            
                
                Add parenting trigger to plank so you don't instantly drop off the boat when walking on a plank
                
                
                
                
             
         
        
            
            
            
                
                Much better avoidance results - higher speed in general
                
                
                
                
             
         
        
        
            
            
            
                
                Desired gas pedal now goes through a processing layer to stop values that would intentionally crash us into obstacles
                
                
                
                
             
         
        
            
            
            
                
                Fixed server compiler errors
                
                
                
                
             
         
        
        
            
            
            
                
                Setup triangle floor block and add to boat building planner.
                
                
                
                
             
         
        
            
            
            
                
                Added new default texture streaming settings in the Quality Settings
                
                
                
                
             
         
        
            
            
            
                
                Added a new way to calculate the texture streaming memory budget to prioritize caching efficiency on devices with higher VRAM and to reduce paging on devices with lower VRAM
                
                
                
                
             
         
        
            
            
            
                
                naval_update -> scientist_boat_ai
                
                
                
                
             
         
        
            
            
            
                
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                v4 explosives entity, hold type and animation updates
                
                
                
                
             
         
        
            
            
            
                
                Only tick steering update when a player is mounted to the wheel
                
                
                
                
             
         
        
            
            
            
                
                Optim: UsePlayerUpdateJobs - limit duplicate snapshot check to per-player only
Snapshot queues can grow up to 1k per player, so this should reduce the lookup overhead a smidge.
Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
                
                
                
                
             
         
        
            
            
            
                
                merge from indirect_instancing_toggle