6,910 Commits over 1,096 Days - 0.26cph!
sprinkler_color_fix -> main
Fix radwater sprinklers spraying clear water for a moment when switched on
Sprinkler now gets its container to adopt it before its On flag is networked, so the rad effect shows from the first frame
Ensure rad water sprinklers turn on the right color initially
mainisland_roaming_scientistboats -> main
When a boat’s driver dies another scientist now takes over driving
- 20% chance for scientist rhib to drop a blueprint page
- 20% chance for scientist pt boat to drop a blueprint book
Fix leg ik not working on the rear pt boat
- Boats in a group no longer pass a hidden player back and forth forever, they give up 45s after losing sight of him
- PT boat turrets look around when they have nothing to shoot at
- Roaming boats patrol closer to the coast, min shore distance 100m -> 35m
- Fixed killing the roaming boats event leaving behind boats spawned less than a second earlier
- Removed a duplicate line of sight check when roaming boats pick a target
main -> mainisland_roaming_scientistboats
boat_targetting_improvements -> main
main -> mainisland_roaming_scientistboats
New targetting system for ai scientists:
- Remembers locations of previously lost targets
- Auto switches between visible players if it loses its main target
- Ai scientists will keep attacking even if the target hides
- More stable/fun overall
Fix waterpistol error during manifest generation
boataicoordinate_tryclaim_fix -> main (broken merge last time)
boataicoordinate_tryclaim_fix -> main
Ensure dead drivers dont keep stale HasDriver flags around
boataicoordinate_tryclaim_fix -> main
boat_ai_movement_improvements -> main
workshopskin_warmup_server -> main
repairbench_reskin_stall_fix -> main
radiation_watergun_fix -> main
Fixed the NRE in BoatAICoordination.TryClaimTarget
Greatly improve the movement and avoidance code of the scientist boat ai
- Sientist boats steer smoothly instead of weaving side to side, and reliably get themselves unstuck
- Context steering uses 16 directions and steers between them instead of snapping to the nearest 45°, which caused a sawtooth style effect (even though we were lerping)
- Fixed the stuck reverse never triggering above 32fps, (it measured speed from position change between AI ticks which was 0 most frames)
- Boats back off and swing round when stalled, aground or too close to make a turn, and follow an obstacle round when they stop closing on a blocked target
- Fixed patrolling boats circling off the shore forever when their orbit point lands on land
Fixed servers stalling for up to ~200ms when a player crafts a workshop skinned item for the first time after a restart or steam definitions update
- The steam item definitions warmup now runs on the server too, it was client only so dedicated servers always read them cold
- Also warms WorkshopId, (HasWorkshopSkin reads it for every owned item and each cold read is a native Steamworks call)
- Moved SteamItemDefinitionWarmup out of the Client folder
7.81ms -> 0.07ms on first call
Fixed repair bench reskins freezing the server for ~0.7s after a steam item definitions update
- Reskinning a redirect back to default or to a workshop skin went through skins2, scanning every steam definition
- Now a direct definition lookup, 1275ms -> 0.66ms in editor. Was happening ~95 times a day across official servers
Fix streams in waterguns not being colored for radwater
- Ensure boats spawn on the edge then travel inwards
- Code cleanup
Use own custom convar for egress
- 1-2 boat groups will spawn every 5-8 hours (spawn together)
- Each individual group gets a random lifetime of 30-60 minutes before egress
Cant take the pt boat out of the deepsea (just like the other boats)
New roaming boats: 1-2 boat groups will now patrol off the coast of the main island periodically before leaving the map.
Roaming crews only fight geared or armed players they can see, or anyone who attacks them (same as patrol heli).
Boats can be stolen and taken by players.
boat_scientists_improvements -> main
Only attempt turns when we can actually see the player
boat_scientist_improvements -> main
- Give up players if you've been chasing them for a while
- Pursue for a max set of meters unless that player shoost you
replicated_convar_error_change -> main
item_pool_expansion -> main
radwater_color_throw_fix -> main
- Swap to another target if the boats main target is obstructed
- Otherwise decide to bail if the target has been hidden for a long time
If the target is no longer valid then move on to someone we can see, or bail out
If none of the crew of a scientist boat can see the target player then turn the boat around so it can face them
Swap 'Replicated convar not found on client' to a warning for this patch
I previously marked replicated convars as saved, so everyone will get replicated errors the first time they join a staging server as everything regenerates
(fine to swap back to an error next patch)
Item pool 512 -> 2,048
We really should have a bigger default item pool. We are consistently overflowing it.
- Do Remove works in batches
- Loot container resets in batches
- Fixed sprinklers sometimes skipping splashes when their barrel rechecks its drain
- Fixed sprinklers sometimes having a null fuel type for .1 seconds
- Fixes radwater tint flicker on circuit and output changes
Radwater splashes use green effect variants; sprinklers no longer start with plain water
- Viewmodel support
- Water gun/pistol support
- ParticleSystemTint is no longer an IEffect
network_lods -> main (off by default)