129,040 Commits over 4,201 Days - 1.28cph!
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
Small boat crane (LODs and COL pending)
Added tropical3 to the deep sea islands
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Fixed anchor culling when lowered.
rebaked FC 1/2/3 so the data isn't infinity
Reverted landmark info component added to floating city, we won't use that for the map markers
S2P floating city 1 2 3
Dont compare raw positions for state dirty
support minimum enforced shore distance on baked data to handle FC better
Fix rear turret being on the wrong camera mode
ClientIOLine slackLevels and originalPositions actually need to be serialised, moved them out of #if CLIENT
- Clean up texture streaming jobs
- Fix wrong camera position in Streaming_FallbackSquaredDistanceJob
- Add various debugging ConVars
- Add "Indirect Instancing" UI Indicator
Fixed CLIENT SERVER serialized fields mismatch in
- DeepSeaManager
- SteeringWheel
- ClientIOLine (was causing all monument prefabs to reimport)
- PaintingFavouriteColorButton
- PaintingFavouriteColours
- RendererBatch
Force front turret to go into a neutral position when reloading (ugly right now)
Merge: from analytics_save
- Adds a "save" event tracking when server creates a save
Tests: triggered save in editor with logging
Update: add analytics save event
Tests: ran an explicit save in editor
Chainsword engine now always starts, matches base chainsaw
New medical syringe anim set - first pass
Roll back recent inEyesView changes, not reliable enough
merge from oceansimulation_split
- running two ocean simulations, all usage switches between based on position (like all other deepsea code) and batched queries gather indirect indices
Check for boat auth before entering edit mode
Fix npcs failing to land a shot when only the player head is sticking out, because of their distaste for landing head shots
fixed issues with batched ocean trace deferred jobs
using AsDeferredJobArray for the rays in the IJobParallelForDefer OceanTraceJob as the indices now drive the deferred batch size and we still need a view of the rays list that is aware of the populated size in previous jobs. This maintains parallelism and a single set of job dependencies without needing a complete/sync
Commit progress
- Setup bonus objective for underwater labs mission
- Add persistent mission entities to MissionInstance, for tracking entities which exist outside of the mission and are not spawned as part of the mission. Entity info added alongside spawned mission entities in mission protobuf data
- Small improvements for Divemaster and Hunter conversation dialogue
- Fix NRE when opening dialogue graphs which contain speech nodes with several fail conditions
- Small improvement for displaying mission list node
- Add attribute and property drawer for ConversationData to display button to open graph view where a ConversationData asset is displayed in the inspector
- Improved BaseMission editor inspector for objectives
- String optimisation for MissionsHUDToDo
- Conversation panel size no longer appears to quickly change after pressing a response and then waiting for server response