userJarryd Campicancel
branchrust_reboot/main/naval_updatecancel

256 Commits over 214 Days - 0.05cph!

39 Days Ago
Fixed boogie board LOD not marked as dynamic
39 Days Ago
Fixed every impact fx in the deep sea being sand
39 Days Ago
Merge from oven_optim
39 Days Ago
Merge from main
40 Days Ago
Make cooking tests editor only for now
40 Days Ago
Industrial NRE checks
40 Days Ago
Basic cooking tests, checks smelting ore and cooking food on all ovens
40 Days Ago
Fixed tutorial island error
41 Days Ago
Added GetMaterialAtPosition to MeshTerrainRoot, hooked up to evaluate when a position is in the deep sea This solves footstep sounds and impact fx on the deep sea islands not working as expected Had to emulate the SetupSplatLookup process from TerrainSplatMap This will be skipped on the server as MeshTerrainRoot is an IClientComponent, which I believe should be fine since we largely use this for fx S2P all islands
41 Days Ago
Fixed GroundWatch not working on small ramps
44 Days Ago
Merge from main
44 Days Ago
Merge from naval_update/industrial_optim
44 Days Ago
Added 15 industrial tests to the test suite Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios
46 Days Ago
Merge from main
47 Days Ago
Fixed magnet crane not marked as Can Sleep (I swear I did this last week)
47 Days Ago
Merge from main
47 Days Ago
Early return from the DroppedItem underwater check if the attached rigidbody is sleeping (it's unlikely to change submerged state while sleeping)
47 Days Ago
Removed Vis.Entities from the artificial light and temperature calculations for growables, now queries a Grid of light and temperature sources These paths are now completely physics free
47 Days Ago
Merge from relationship_optim
47 Days Ago
Merge from botcollider_optim
48 Days Ago
Don't do any processing for UpdateReputations if the player's reputation state hasn't changed
48 Days Ago
Readd nextPlayerCheck to JunkpileWater, we don't need to be running this check every frame on every junkpile
48 Days Ago
Adjust TOD headless check to work via compiler defines, it seems liike cameras are still present on the server (although not doing anything) so it thought it was running on the client Should save 0.1ms a frame
48 Days Ago
Marked FishSwarm as client only, was profiling as 0ms but it was still running a coroutine so might as well nuke it on the server
51 Days Ago
Remove SimpleFloatingEntity and associated prefabs, they were never used
52 Days Ago
Magnet crane can now sleep Seems to take a couple of tries to actually settle once a player dismounts Had to add some box colliders to replace the wheels otherwise the crane would sink into the ground once the wheels were disabled The one magnet crane on the map was taking 0.28ms each fixed update even when not in use and was the slowest part of the fixed update, now takes 0.06ms once sleeping
52 Days Ago
Merge from farm_plant_respawn_fix
53 Days Ago
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
53 Days Ago
Disable nav mesh obstacle carving on LootContainers spawned in the deep sea (can be controlled with debug.disableLootNavObstaclesInDeepSea convar) Strip all NavMeshObstacles on floating cities
53 Days Ago
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
53 Days Ago
Merge from nav_optimisation Bump radius to 200m just to be safe
54 Days Ago
Static planter boxes in the deep sea (farm barge) spawn their plants ripe and will respawn them every 2 minutes
54 Days Ago
Fix casino npc not hooked up to vending machine S2P all floating cities
54 Days Ago
Adjust scale of deep sea ghost ship markers
54 Days Ago
Fixed warning spam on space LR
54 Days Ago
Merge from lr_canvas_rework
54 Days Ago
Wrap the bag parenting logic behind a convar that's on by default just in case (debug.bag_respawn_parenting) as it's a little risky
54 Days Ago
When respawning on a sleeping bag that is parented to a player boat, parent the player to the boat immediately on spawning instead of waiting for the parenting volume to pick it up Hopefully fixes cases of getting stuck clipping when spawning close to a solid object while the boat is in motion
54 Days Ago
Sail canvas collider now ignores player movement, prevents players geting stuck Switch the boat planner material to Rust Standard/Cloth, fixes wacky motion blur
55 Days Ago
Add a death screen icon for the new scientist
55 Days Ago
Clamp the cannon pitch and yaw to zero on the client as the camera eye controller was still being run and rotating around even though we couldn't see it since the cannon takes over the camera Fixes the player spinning around when dismounting the cannon
55 Days Ago
Standardised cannon LODs
55 Days Ago
Fixed coconut world spawn with wrong label FIxed wrong item id on coconut item
55 Days Ago
Disable the local player body if looking up in a cannon at an extreme angle, prevents the player body clipping into the camera
55 Days Ago
Fixed incorrect id's on two deep sea dwellings
55 Days Ago
Fixed trailing whitespace on deploy animation state causing a state could not be found warning when deploying the planner viewmodel
55 Days Ago
Can no longer use the spray can on modular boats
55 Days Ago
Added debug.showAllCullingVolumes, overrides the culling volume behaviour and forces everything to show regardless of camera position (although the underlying LOD components could still cull themselves based on distance settings) Admin only
55 Days Ago
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55 Days Ago
AddIslandBounds now uses a TryAdd, unsure how duplicates are ending up here