6,843 Commits over 1,096 Days - 0.26cph!
- Cleanup
- Fixes stopping treating base player npcs like humans
- Add player support
- Add two seperate controls: one to decide off/on without globals/on with globals, another to control how much players are included in the lods: off/on only at far distances/on
Ensure global map markers skip the LOD system
Support for LODs on global networked entities - map them to a large size grid based on position and evaluate LOD level from there
Setting to ignore network LODs
Swap tick based LOD to a time based one so we can support running on low fps servers
Tint radioactive water a slight green colour
Affects: throws, sprinklers, etc
pt_boat_scientists_ignoreplayer -> main
Swap over Check.cs methods to be extensions
Pt boat scientists respect Convar.AI.ignoreplayers
Test if Rust.Application.Startup() actually runs in a build - seems like it could've been skipped and left isPlaying as false
Should fix UI country selection being empty as well as UI_StoreCarrouselButton.Init and StyleAsset.ShouldTween not working properly
country_ui_empty_list_fix -> main
- Increase interpolation delay the further away the object is instead of trying to predict lod based delay via changes in packet timings
- Let clients drop the extra delay if the setting is off on the server
Attempt at an experimental network LOD system - updates entities more or less often depending on how close they are to the player.
Uses cell coordinates
Doesnt affect players. Needs more work to stop affecting gameplay with animals etc.
Initial experiments show a 75% decrease in entity position network traffic at high distances
50% reduction in entity position updates at medium distances
Experiment with moving the cargo plane movement to the clientside
Circumvents 380 B/s per player when cargo plane is out
full_parented_mounting -> main
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Fix bugs with group change polling
Remove PlayerSyncCycle - not needed anymore
Remove MountedSyncSystem for vehicle seats - not needed anymore
Better comment for the suitable parent hack when dismounting (ensure the correct triggers fire when dismounting from a parent mountable)
Swap over to fully using the parented mountable system rather than only using it for a few specific types of vehicles
This should reduce network overhead when driving any vehicle/sitting in a seat
pt_boat_turret_rewrite -> main
Stop UI_Hero_Twitch drops allocating 60B/s whilst the menu is open
development_server_fix -> main
Cleanup cache query return
Fix servers saying 'Development Server' in the pause menu when you're connected to a normal server
Budget group-change entity snapshots to fix client stutters when loading grids with large bases.
The server sent up to 512 snapshots per player tick, which flooded the clients receive tick instantly anyway
New server.snapshotsendrate (default 800/s per player) sets a budget from seconds (rather than ticks)
biofuel_generator_anim_fixes -> main
client_controls -> pt_boat_rewrite (broken)
turret_viewmodels -> pt_boat_turret_rewrite
biofuel_generator_poolingfix_2 -> main
Dont cut off the stir sound
Fix more pooling errors with biofuel generator
Dont allow player to use pt boat whilst restrained
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pt_boat_rewrite -> client_controls
main -> pt_boat_turret_rewrite
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