userDaniel Pcancel
branchrust_reboot/main/server_occlusion_poppincancel

8 Commits over 0 Days - ∞cph!

37 Minutes Ago
Bugfix: ServerOcclusion - don't block visibility if there's one blocked string passage This fixes edge-cases around hills, but there's still an issue of being able to see through hill - investigating Tests: used player_occlusion_subgrids to test a bunch of paths
54 Minutes Ago
Debug: changed up player_occlusion_subgrids to render results from ServerOcclusion.Algorithm.Gather - Gather now also marks if it used the neighbour passage or direct path or was blocked - Gather respects various convars Think I see what the problem is - my recent algo changes have a bug with neighbour passages. Investigating further Tests: used above server var to visualize paths
1 Hour Ago
Bugfix: LoadMapFile - assign Terrain layer to created terrain Required for server occlusion Tests: recreated the scene, now server occlusion cache generation works
3 Hours Ago
Debug: ServerOcclusion - use manually controlled points to define a query in server-editor during playmode - don't use cache, use phys queries directly (for what-ever reason cache is borked on this custom map, will investigate later) Written as throwaway, will clean up at the end Tests: visualized the path of one of the poppin cases
4 Hours Ago
Redo of Update: LoadMapFile - allow to optionally spawn prefabs only within user provided bounds This stop my pc from exploding Tests: used to spawn a small area around bug location
4 Hours Ago
Undo of previous CL - too many files snuck in
4 Hours Ago
Update: LoadMapFile - allow to optionally spawn prefabs only within user provided bounds This stop my pc from exploding Tests: used to spawn a small area around bug location
Today
Update: augment serverocclusiondebug command to draw the path of occlusion query Written as throw-away code, will clean-up later Tests: used the command to debug, works with disabled ddraw instancing, but the data it displays looks wrong - investigating