userJake_Richcancel
branchrust_reboot/main/base_occlusioncancel

25 Commits over 0 Days - Infinitycph!

12 Days Ago
merge from main -> base_occlusion
12 Days Ago
Refactor and cleanup of code
13 Days Ago
Make sure we only send entiites when a door opens immediately based on a convar, so we can do normal slower snapshot queue when doors are opened and we send entiites and let the "closer than 30m send everything" prevent pop-in
16 Days Ago
Fix deployables that are inside multiple rooms not working - assign them to their own network groups similar to walls that share multiple rooms and subscribe appropriately
16 Days Ago
Always show rooms that are within ~30m of the player - prevents us from having to blast the client with a ton of entities right when they open the door, allows us to stream them at a sane rate
16 Days Ago
Simple list of doors with transparency for testing
16 Days Ago
Add ddraw for network groups for rooms
17 Days Ago
Reduce amount of network groups for rooms
17 Days Ago
Send network updates of room behind the door before the door's network update is sent
17 Days Ago
Fix lingering occlusion (wait 5s before hiding on client) not always working
18 Days Ago
Update testlist
18 Days Ago
merge from main -> base_occlusion
19 Days Ago
Don't hide rooms until they have been invisible for 5s+ (prevents room going invisible as the door is in it's closing animation + reduces churn from rooms being deleted and networked over and over
20 Days Ago
merge from main -> base_occlusion
20 Days Ago
Codegen
20 Days Ago
Tests to confirm the interior walls are fixed
20 Days Ago
Fixes to make edge case of interior walls not be hidden
20 Days Ago
Add command to export a building into a format that tests can use (so we aren't spawning the giant base every single time)
20 Days Ago
Add more tests
20 Days Ago
merge from main -> base_occlusion
20 Days Ago
Network group implementation
20 Days Ago
Compile fix
20 Days Ago
After grab all the changes to building blocks to define faces, edges, etc
20 Days Ago
Grab reserialized building block prefabs first
20 Days Ago
Cherrypick the semi-converted version of full base heating from previous hackweeks - full base heating was supposed to be the prototype of serversided base culling but we doing it in reverse now