13,025 Commits over 2,376 Days - 0.23cph!
Codegen so domain reload works
Move CCTV processing out of a repeated update into a budgeted queue (0.05ms)
Don't add cameras that are completely static to the queue as they don't actually do anything inside server tick
Completely removes server cost of static cameras and limits the cost of dynamic cameras
Switch back to the mainland view on the map screen if it closes while open
Fixed ghost ship map markers rotation and scale
Death screen now switches back to the mainland if the deep sea closes for any reason
Don't spawn map markers at all if they aren't in the appropriate mainland/deep sea area
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Merge from kinematic_asleep_magnet
Added a new kinematicWhileAsleep option for vehicle settings
Enabled for magnet crane
Merge from dropped_item_optim
Add stressTest_DroppedWeapons, drops the given number of ak's in front of the player, defaults to 500 if nothing is provided
Moved DroppedItem.CheckValidPosition into the existing dropped item queue with a 0.05ms budget
In theory this should be fine as the raycast goes from the last valid position to the current position, if there's some time between those two events it should resolve itself
In a test case of 500 guns this saves about 0.5ms/frame
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Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in
S2P all floating cities
Don't allow deployable corpses on boat hulls while in edit mode
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded
Update the death screen if we receive updated fog images from the server
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Run InitTreeGrid again in PostServerLoad on TreeManager, ensures that any trees that were loaded after the TreeManager during the save/load process are serialised and sent out to players correctly
Fixes tree billboards in deep sea not rendering properly after a save/load
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Merge from main (conflict on PlayerModel.cs, auto resolved)
Fixed being able to deploy objects on the top of the small ramp
More accurate shootable collision on small ramp
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Merge from sprinkler_vis_refactor
SceneToPrefabTag can now be used on LOD components that are are part of a CuillingVolume to ensure they are part of the final generated HLOD mesh
Fixed an order of execution issue with CullingVolumes and LODMasterMesh when an entity with these components was spawned as part of map load (likely only an editor only issue), resulting in LODComponents getting toggled before they are initialised, which would cause the LOD to fall back to default bounds and consider itself small
Fixed a couple of curtain prefabs in the casino that were broken
The exterior curtain now appears in the HLOD mesh
S2P all floating cities
Fixed sprinklers not applying water to planters on their first tick, would have worked as normal on subsequent ticks
Tests now pass
Added a couple of tests for sprinkler behaviour - checking if water container drains liquid, splashing a planter, splashing multiple planters and getting blocked by line of sight to planter
Added a cached list of dynamic objects in range of the sprinkler, only check line of sight if they move 1m away from their last position
Will remove any cost for splashing dynamic, non-moving objects (sleepers, dud explosives, idle players, etc)
Possible refactor of how we handle finding Splashable entities for the sprinkler
Uses a new SplashableStaticGrid that supports updating grid positions of deployables that are parented to moving objects (like boats)
Use a new trigger attached to the sprinkler for dynamic entities (players, explosives, bees, etc), this actually results in much more responsive behaviour
This removes the expensive Vis.Entities but has unfortunately introduced a raycast on the dynamic entites for every splash, still needs some thought
Fixed small ramp colliders not on wood layer
Increased resolution of auto generated collider mesh to fix some hioles that should be shootable
Map marker edit UI now appears above fog of war
Inventory null check in Mailbox
Fixed not being able to switch to softcore on craggy island
Don't drop softcore corpses if the deployable is on a player boat
Only calculate position and scale once in ImpostorBatching