userJarryd Campicancel
branchrust_reboot/main/naval_updatecancel

272 Commits over 245 Days - 0.05cph!

2 Months Ago
Map marker edit UI now appears above fog of war
2 Months Ago
Merge from main
2 Months Ago
Inventory null check in Mailbox
2 Months Ago
Fixed not being able to switch to softcore on craggy island Don't drop softcore corpses if the deployable is on a player boat
2 Months Ago
Only calculate position and scale once in ImpostorBatching
2 Months Ago
Hooked up missing Impostor component and fixed incorrect LOD4 material on: palm_tree_tropical_small_a palm_tree_tropical_med_b palm_tree_small_a palm_tree_small_b S2P all tropical islands
2 Months Ago
Small engine now switches to a non shadow casting static mesh at LOD 3+4
2 Months Ago
Added a boat building player inventory loadout Fixed being able to place engines and small ramps in prevent building volumes Removed some client allocations in RepairCostIndicator
3 Months Ago
Fixed tutorial islands getting the wrong ID when loading a save
3 Months Ago
Fix player collider not being the right size when waking up for a frame, caused incorrect triggers to be picked up by ForceUpdateTriggers This resulted in the player being affected by the TriggerPlayerForce attached to boat blocks when waking up, which happens when entering/exiting the deep sea
3 Months Ago
Merge from boat_water_fx_optim
3 Months Ago
Fixed a tarp on the elevator shaft that had LOD1 at a different position
3 Months Ago
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
3 Months Ago
Improved the island appearance on the map, just gradient from sand to grass based on terrain height Better than greyscale, not quite as good as the mainland
3 Months Ago
Possible fix for all boat blocks showing splash fx in builds (should only show when their edge is unobstructed and in the water)
3 Months Ago
Fixed GrowableGenetics and UpdateResourcePings pool leaks
3 Months Ago
Fixed boogie board LOD not marked as dynamic
3 Months Ago
Fixed every impact fx in the deep sea being sand
3 Months Ago
Merge from oven_optim
3 Months Ago
Merge from main
3 Months Ago
Make cooking tests editor only for now
3 Months Ago
Industrial NRE checks
3 Months Ago
Basic cooking tests, checks smelting ore and cooking food on all ovens
3 Months Ago
Fixed tutorial island error
3 Months 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
3 Months Ago
Fixed GroundWatch not working on small ramps
3 Months Ago
Merge from main
3 Months Ago
Merge from naval_update/industrial_optim
3 Months Ago
Added 15 industrial tests to the test suite Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios
3 Months Ago
Merge from main
3 Months Ago
Fixed magnet crane not marked as Can Sleep (I swear I did this last week)
3 Months Ago
Merge from main
3 Months Ago
Early return from the DroppedItem underwater check if the attached rigidbody is sleeping (it's unlikely to change submerged state while sleeping)
3 Months 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
3 Months Ago
Merge from relationship_optim
3 Months Ago
Merge from botcollider_optim
3 Months Ago
Don't do any processing for UpdateReputations if the player's reputation state hasn't changed
3 Months Ago
Readd nextPlayerCheck to JunkpileWater, we don't need to be running this check every frame on every junkpile
3 Months 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
3 Months 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
3 Months Ago
Remove SimpleFloatingEntity and associated prefabs, they were never used
3 Months 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
3 Months Ago
Merge from farm_plant_respawn_fix
3 Months Ago
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
3 Months 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
3 Months Ago
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
3 Months Ago
Merge from nav_optimisation Bump radius to 200m just to be safe
3 Months Ago
Static planter boxes in the deep sea (farm barge) spawn their plants ripe and will respawn them every 2 minutes
3 Months Ago
Fix casino npc not hooked up to vending machine S2P all floating cities
3 Months Ago
Adjust scale of deep sea ghost ship markers