136,537 Commits over 4,324 Days - 1.32cph!
syncvar_traincoupling_fix_2 -> main
Fix wagons changed syncvar not starting audio
Subtract
143408 - temporarily disable prevent building volume on floating city 1
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Changes on Bone knife pitch variation audio values
Add support for having held entity viewmodels stay active after the entity has been destroyed due to using the last item in a stack, fixes viewmodel animations stopping early
Setup for beancan grenade as a demo
Merge: from tracespheres_optim
- Optim: GamePhysics.TraceSpheres and TraceSpheresUnordered are now faster at 32 or more spherecasts (previously started scaling at slightly more than 128)
Tests: unit tests
Merge: from tracespheres_optim
- Optim: GamePhysics.TraceSpheres and TraceSpheresUnordered are now faster at 32 or more spherecasts (previously started scaling at slightly more than 128)
Tests: unit tests
Bone knife audio rework and implementation
Only evaluate entties in showentities once, otherwise it's really slow on bigger scenes.
Clean: remove hacky testing code
Tests: none, trivial change
Optim: GamePhysics.Trace - replace sort with a serial scan
- added unit tests and perf tests
In existing perf tests scene complexity is not enough, but expecting to be a minor improvement in real world.
Tests: unit tests
Add `debug.showentities entityname radius duration client` to debug draw invisible entities in a radius.
merge from collider_cleanup_feb_26
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merge from collider_cleanup_feb_26
Small pass over deployables recently converted to convex colliders
Slightly more accurate, fix some missing materials
Touched large battery, reactive target, water barrel, water purifier
Player boat decay changes:
Doubled decay delay from 12 hours to 24 hours.
Reduced decay duration from 18 hours to 12 hours.
Made TriggerBoatMagnet a partial to fix codegen errors.
merge from assetscene_from_clean
delete AssetScene-X scenes before recreating and populating - trying to reduce chance of GUID changes causing corruption
Fix scaled netting collider on the bbs
Better repel checks for deep sea portals
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Kiosk trim paint mask and fixes to base textures
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Add `server.randomize_seed` cvar to set random seeds on launch.
server_browser_ping_removal -> main
Fallback to sorting via ping if we can't find regions
Fix various collider issues for things placeable on boats, resolve stringpool warning spam, incorrect materials, offset or redundant colliders etc.
Things touched are telephone, spotlights, splitter, single weapon racks, confetticannon, volcano fireworks, torch holder
Manifest
Make pinging servers a valid part of the startup procedure in bootstrap. Run via a coroutine
Re-initialize stringpool for the deployable tests as part of the setup
Update terminology for debug overlay
procedural_map_custom_save_support -> main
Add proc map custom to the build settings (lets us load into it)
main -> server_browser_ping_removal
map_creator_lag_fix -> main