131,900 Commits over 4,262 Days - 1.29cph!
Ice sculpture shader changes for edit mode
Added new sounds for the 50cal movements
Dont send aim dir at first - not needed
reduce_balistagun_aim_packets -> main
reduce_ballistagun_aim_packet -> main
Restore server tick (no networking overhead)
Stop every BallistaGun firing off a roughly 32~ byte packet every 0.05 seconds
Every cannon in the DeepSea was doing this at once.
- Fixed bug causing dismount not to unparent properly
- Ensured ShouldRepositionPerFrame() is inverted for setting parent (no parenting was actually happening), but mount update was skipped
Blocks track damage they've taken
MountedPlayerSync (for scientist boats) reduced from 1ms -> 0.01ms
Merge: from randomize_junkpile_checkempty
- minor optim to load balance JunkPile::CheckEmpty
Tests: looted one on craggy, saw it disappear
Update: JunkPile.CheckEmpty now have a 5 second randomness
Tests: looted a junkpile on craggy, flew away, waited and got back - it was gone
fixed clipping issues on planner viewmodel
- Actually skip MountedPlayerSync()
- Cleanup
Bring back changes on
65343, this allows us to bypass BaseMountable.MountedPlayerSync on a per mountable basis
- Expose MountSyncType options (can now parent players to mountables, or reposition per frame as normal) - can be set per mountable
- Allow AI to be able to handle these settings differently (eg we can parent just AI to mountables)
rebuild censor chunks and reapply properly when censorsigns changes
Merge: from procpop_debug
- Bugfix: fix DensitySpawnPopulation prefab pool being starved out, resulting in failed spawn attempts
- Optim: DensitySpawnPopulation early exits if it reached prefab population target isntead of continuing to try to spawn
- New: spawn.report now contains info about failed iterations and how many entities it recently spawned
- New: spawn.dump_map <pop> [count] which simulates spawns and generates pngs indicating general spawn area and attempted spawns. Pngs in <server_ident>/debug.
Tests: 4.5k procgen in editor - server started with full junkpile pop, simulated spawn gave better numbers
Update: dump_map exports to identity/debug/ folder
- client buildfixes
Tests: built all modes in editor, ran dump_map on craggy
Optim: DensitySpawnPopulation - stop trying to spawn prefabs when used up available prefabs
This eliminates a lot of wastefull attempts
Tests: while at full population, ran dump_map with 1000 items to fill - reported 0 attempts
Show an error toast when trying to deploy & edit a boat that has been recently damaged.
Bugfix: DensitySpawnPopulation - avoid weighted prefab pool starvation
Bug from 2022 - we never checked if prefab instantiation ever failed, as it has it's own internal checks
Tests: ran spawn.report - saw that junkpiles population was full after boot. deleted junkpiles pop then immediately simulated spawning - saw green pixels, got the count
Update: spawn.dump_map - also report how many spawned and how many attempts were taken
Looking at the texture it's hard to believe it has 800 green pixels, but apparantly it does.
Tests: used dump_map right after delete_populations
Added store images for the following:
- LNY wallpaper
- LNY wall divider
- Halloween wallpapers
- Balloon pack
removed 3D gaussian blur entirely, it was too slow
split censoring XYZ segment counts and convarred, defaulting to (4,5,4)
Fixed steam inventory modal unable to send coroutines during their init
Fix issue causing low ammo indicator to be always on
Only scroll when the item is not 100% visible
Some safety checks
merge from indirect_instancing (for real this time)
merge from indirect_instancing
local-region OBB pointcloud fitting
Some bug fixes, reset scroll pos after closing the skin modal
NRE fixes
Update: differentiate SpawnPosOverride and Density errors
Noticed a bug that can cause random prefab picking starvation (we don't return prefabs if instantiating a prefab fails), will fix in a separate CL to confirm via debug maps
Tests: ran dump_map junkpiles 1000 on 4.5k procgen
slight cleanup, disabling blur for now
Adding extra unitybuild args that were missing on OSX builds
Update: refactor SpawnPopulationBase to work with ISpawnHandler
- got rid of SimulateSubFill, consolidated logic
- changed dump_map default simulation count to 100 (to avoid iteration explosion)
- added more fail reasons
This both reduces code duplication and makes sure we run exactly the same SubFill logic when simulating to generate debug maps
Tests: ran it on 4.5k procgen with dump_map junkpiles 1000 - found why they don't spawn
Add colour to instance data for debugging, wip rotation handling for seamless LOD borders
* Moved fallback bounds transformation to a job
* Removed old fallback culling code
Moved gallery images to CoverImage
Fixed scroll view paddings for items with more than 5 images
Clicking a gallery button scrolls to center the clicked element
Cleanup: Remove old MotionList code