147,527 Commits over 4,444 Days - 1.38cph!
Minor cleanup
Fix client/server version mismatch Lua errors with halo.lua changes
Add support to break into rooms with a master key
- one time use
- takes 10s to break in
- gives 5m access
- can steal stuff from the rooms in that time
- can let yourself out of the room if you are left inside
Update: use dirty indices for copy
Test: none, trivial change
Glowing Wallpapers - ceiling stars update, initial setup for wall version
Update: propagate PlayerServerStates down to Antihack methods
- updates unit tests for changed API
Tests: unit & perf tests, ran around craggy
Add apartment master lock for breaking into apartments
added reverb settings and zones to all different apartment sizes
defer completion of sculpting GUI collider baking until the next controller's update, it can be done entirely in the background without hollding the main thread
Minor compile warning fixes
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Remove root transform name from path to gibs, was unnecessary and caused trip ups
oxygen_ui_flicker_fix -> main
Proper fix for dodgy flickering oxygen vitals
Caused because we aren't sending as many metabolism updates after the optimizations
pooltable new mesh - texture wip
Cobalt Statue - New collider for the metal parts
Fix monument blockers spawning all their gib stages on death
Disable motion blur because it's still a little broken
Add a simple motion blur implementation
merge from bc_better_scaling
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Fix gibbable paths on vent cage blocker
frontier hazmat warning spam fix
Fixed NaN water heights when the map has no land
Skip generation and fill with the open ocean defaults instead (happens on a deep sea with no main land spawned)
fixed frontier hazmat skin constraint setup on right side
Added Deep Sea scene, turns the server into a deep sea
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Bugfix(tests): don't try to manage unit test specific PlayerStates, rely on internal static one (sadface)
- also fix ServerOcclusionGroup tests not fully cleaning up players
There's an architecture barrier that's hard to push through to support multiple PlayerStates, so keep it simple for now
Tests: ran a bunch of unit tests, no longer sporadically failing
fixed mesh lod distance causing texture pop in
Disable BRP AO when using RRP
Compile errors fixes
Move temporal variables to SSAOApply step only
Move RenderPassEvent to after motion vectors to fix temporal filtering
setup BC controller bone retargeting on some assets for proper alignment with playermodel states
cleaned up alignment with player states so that we're not using arbitrary axes, relies on proper bone retargeting of the BC controller
Change default ADS sensitivity multiplier to 0.2
Potential fix for nav error logged during root motion
Use the new UnsafePass API for the motion vector pass
Gamepad works again.
More debug updates.
monumment blocker - vent -- merging gib parts back with main mesh
Merge from new_navmesh_fixes, fix wrong marshalling of bool from C++ to csharp, potentially causing navmesh methods to return true instead of false when they fail, fix agent re-warping to the navmesh in worldspace instead of navmesh space after being re-enabled
cobalt mosaic projected decal, material
Make sure C++ returned bool are marshalled correctly to csharp (1 byte to 4byte int), could cause very hard to track issues
More fixes.
Some debug commands.
Cobalt Statue - Moved prefab to the structures subfolder