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5,998 Commits over 1,614 Days - 0.15cph!

1 Year Ago
merge from naval_update -> deep_sea
1 Year Ago
merge from fix_boat_drift -> naval_update
1 Year Ago
Shrink ValidBounds back to 8km * 8km (old size) and rely on ValidBounds checking the DeepSeaBounds separately (we already added it but were both increasing the size & checking if the entity was inside the deep sea)
1 Year Ago
Try again because I didn't realize we check both worldBounds (hardcoded physx area) and TerrainMeta.Margin (TerrainSize * 3) inside ValidBounds, so need to account for both of those
1 Year Ago
Modify distance portal spawns so it always spawns far enough inside that the world repel force won't affect it
1 Year Ago
Expose world boundary repel force as convars instead of hardcoded - world_boundary_force_start_distance - world_boundary_force_offset
1 Year Ago
Lock behind `boat_drift_deep_sea` convar instead of hardcoded blocking it
1 Year Ago
Prevent boats from doing normal drifting to shore in the deep sea until we are sure that the shore vectors are correct
1 Year Ago
Fix NONE compile error in Shield.cs
1 Year Ago
merge from dynamic_occlusion_pausing -> main
1 Year Ago
Fix compile errors
1 Year Ago
Set dynamic_occlusion_pausing to enabled instead of disabled
1 Year Ago
merge from industrial_pipe_batching -> main
1 Year Ago
Add `print_memory_batching_detailed` command to print out memory usage of individual batches - can supply filter to filter based on material name
1 Year Ago
merge from industrial_pipe_batching -> main
1 Year Ago
Make `batch_industrial_pipes` a non-admin convar
1 Year Ago
Add `print_memory_industrial` and `print_memory_batching` commands to show how much memory is being used by batching and industrial pipe meshes respectfully - batching will include both inactive renderers and active renderers since mesh memory is still used while the renderer is turned off
1 Year Ago
merge from optimize_sprinklers -> main
1 Year Ago
Fix compile error
1 Year Ago
Add `skinned_placeholder` convar to control if sprinklers will use static placeholders or not - default enabled - refresh_renderers will update placeholders if convar is changed
1 Year Ago
Fix DeferredDecal component not being stripped from server entities
1 Year Ago
Refactor copypaste into multiple methods to try and figure out why certain foundations and walls are missing from pastes - unsure if it's a problem with copying or pasting so starting with pasting - move RemoveOpthanedChildren() above when we start to spawn entities - try to spawn entities in multiple passes to ensure parents are all spawned before children - add more logging
1 Year Ago
Switch certain dynamic occlusion entities to static occludees when we know they can't move - convar `dynamic_occlusion_pausing` (0 = off, 1 = codelocks + industrial adapters on boxes, 2 = codelocks on doors) - currently (and by default) every entity is considered dynamic if parented - now certain entities can indicate if they are static (like boxes) - converts codelocks to dynamic while the door is opening, converts back to static once finished - will check all parents so a box parented to a tugboat will still be considered dynamic since it will find the tugboat as root parent - reduces dynamic ocludee count by 80% (417->74) on a sample base (converts nearly all codelocks and industrial adapters) - refresh entity dynamic status when running `refresh_renderers`
1 Year Ago
1 Year Ago
Make dynamicOccludees list public so it works with the command
1 Year Ago
Set industrial adapter to not be dynamic - still gets set to dynamic at all times since it's always spawned parented to an entity
1 Year Ago
Add `print_occlusion` command to print the amount of dynamic ocludees
1 Year Ago
merge from fix_puzzle_reset_analytics_nre
1 Year Ago
Fix NRE in puzzle reset analytics when SpawnGroup referenced is destroyed
1 Year Ago
merge from fix_console_chat_message -> main
1 Year Ago
Catch error if supplying a console color that isn't a valid enum - try catch the entire console logging thread so an error won't break the console
1 Year Ago
Add `console_print_color` command to confirm colored console messages work
1 Year Ago
Fix colorOverride being overwritten by LogType
1 Year Ago
Fix chat messages not being logged to console due to stacktrace being null when PrintColoured() is called
1 Year Ago
merge from fix_non_harvestable_trees -> naval_update
1 Year Ago
Fix server tree entities being spawned on both the client attached to the deep sea islands and on the server - modify PrefabpreProcess to always remove child entities from client entities because they should always be realm removed whether the component is attached or not?
1 Year Ago
Add `batch_industrial_pipes` convar to toggle the behavior - still need to call `refresh_renderers` to refresh them after changing behavior
1 Year Ago
Add support to override the max verticies per mesh for individual RendererBatch instead of changing global convar - increase from 1k -> 5k specifically for industrial pipes to capture more than the short stubby pipes - rest of the batching system stays the same - change original solution from adding RendererBatch at runtime to adding the RendererBatch to the PipeRenderer prefab and set it disabled since we can't set the override to 5000 before OnEnabled() is called - this causes every single prefab to be reimported but is safer than cranking global convar
1 Year Ago
Add industiral pipes to the batching system to reduce draw calls significantly when rendering industiral pipes
1 Year Ago
Fix textures that are resized to the nearest NPOT by Unity on import being incorrectly flagged as "compression disabled" by the texture analyzer tool
1 Year Ago
Fix pool used for Vis.Entities() in AddNearbyTurrets() not returned to pool
1 Year Ago
merge from fix_console_flickering -> main
1 Year Ago
Fix all the flickering in the windows console and all the pre-existing bugs - boils down to avoiding clearing text (by writing spaces) before writing the new characters, to prefering straight overwrite where possible - changed both status text and input text to only be updated when needed - that change created a bunch more bugs (not listed here for our sanity) and made below bugs stand out more - fix multi-line log messages cutting off when reaching the bottom of the buffer - fixed the cursor bouncing around as you are typing commands
1 Year Ago
Add /copypaste/ and /demos/ to shared ignore.conf file
1 Year Ago
Try to fix windows server console flickering - only clear 1 line when there are pending lines to log or status text to update instead of clearing all 3 lines - only redraw status text when we recieve status update - switch from 20 fps -> 50 fps (via Task.Delay()) - remove input.Update() redrawing the input line every 0.5s
1 Year Ago
merge from copy_paste_boats -> naval_update
1 Year Ago
Add `copyboat` command - functions identical to 'copybuilding' but has a bit of special handling for boats - add "GetRootParentEntity()" to BaseEntity to get the highest level parent - fix "snap to terrain" paste setting causing bases (and boats) to snap to the bottom of the ocean instead of top of the water
1 Year Ago
merge from ghost_ship_parenting -> deep_sea
1 Year Ago
Add "ShouldChildrenInheritNetworkGroup()" to allow a parent to prevent any of it's children from inheriting network group - set to false so ghost ships don't network children to the whole deep sea
1 Year Ago
Add component to floating city prefab and deep sea island prefab