134,535 Commits over 4,293 Days - 1.31cph!
Fix deep sea island terrain not rendering properly when Indirect Instancing is enabled by not instancing all MeshTerrains for now.
Fix command count mismatch error spam due to destroyed materials.
merge from indirect_instancing (exception fix)
Fix a typo causing an access conflict between DamageTrackerRegionScanJob and TransformApplyJob
merge from indirect_instancing
Fix object popping caused by orphaned motion list entries in multiple ways:
* Remove seq_nums from the motion list just before they are unassigned. This piggy-backs off the existing remove_queue to guarantee container safety when objects are destroyed at inconvienient times. No need for a separate motion_stop_queue.
* Store parent entity for every InstancedLODComponent. When objects are returned to the pool they are unparented first, but they still need to know who their parent was so they can properly remove their seq_nums from that entity.
Bonus: Fix some NREs when Indirect Instancing is disabled in the editor.
▅▉▆▍█▄▄▊: ▇▇▋▊▉▉▄ ▊▍▉ ▅▌▍ ▇▋▊▍█▉▆▅ ▊█▍▉ ▍▅▅█ ▌▊▆█▇▅▋▉ ▋▄█ ▄▆▅▉█▍█
▌▋▊▄▄█▌█▊▌▌ ▄▉█▌▅▅▌▍█ ▊▅▄ ▄▆█▅▆▍█ ▍█ ▊▉▆▇▌ ▋▊▌ ▊▌▉▍▋ ▊█▄▅ ▅▍ - ▋▉ ▉▋▋▋▉ ▋▊▆▊▉▅▍██▍▅█▇▇ ▅▄ ▌▋ ▉▅▇▉ ▍▄ ▄▋█▆▌▄▋ ▉▊▆▄▄▉
▄▆▇▍▆: ▆▉▌▋▌ ▊▉█▊▍▅▊ ▆▆▊▅▉▋ ▊▋▉▇▅▊▌
Fixed sprinklers not applying water to planters on their first tick, would have worked as normal on subsequent ticks
Tests now pass
Apply minimum height to military tunnels
S2P
Add support for optional minimum height for sphere puzzle resets
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
autoturret_improvements -> main (passed unit tests)
Fixed crashes to do with flexes on NPC models
Probably fixed screenspace_general_8tex
Added more data to util.GetSunInfo
color, material, size
Fixed a typo in nags_alyx.txt
Since we are no longer forcing aim direction packets constantly we need to save/load the aim direction as you would expect.
▉▍▄█▊▆ █▊▄▋▊▇▊▍▌ - ▇▄██▌ █▍ ▇▉█
Easels drop paintings (data saved) when destroyed
merge from slots_optimize
merge from naval_update/deep_sea
merge buoyancy batching progress to main, off by default. toggled by `buoyancy.use_batching`
merge from fix_nms_loot_reset -> main
Fixed NPCTalking.GetConversationWorldOrigin NRE if the deep sea wipes while you're talking to an NPC
Renamed DeepSeaIslandMapMarker -> UIDeepSeaIslandMapMarker
Moved it to the right folder
Fixed exit portal map marker showing when looking at the main land from the deep sea
Fix NMS not respawning loot after server restart
- caused by puzzle reset not being attached to a generator
- moved everything to a different PuzzleReset generator
S2P
Reduced server physics bounds (with deep sea enabled)
old: (-2000,0,0) (7000, 4000, 5000)
new: (-1500,0,0) (6500, 4000, 5000)
Deep sea portal climate doesn't kick in if the deep sea is closed
Update idle event on krieg shotgun
Fix navMeshModifierVolume being accessed after being destroyed
Medical syringe animation updates on inject friend wounded
Only using the steering wheel resets lastUsed timer for decay purposes, not just being aboard.
Setup new overloads to BaseNetworkable GetConnections methods - this allows us to pass in the existing group of an object and avoid doing an expensive GetGroup() calculation.
AutoTurret's will now only run idle tick provided they have a connections nearby. This means auto turrets with no one around wont do their rotations left and right
Moved the player map marker above the fog of war, so its shown above the deep sea portal markers
Merge: from triggerparentdelayedexit_optim
- Optim: new TriggerParent volume processing mode, controlled by TriggerParent.TickMode (default to 1, old mode is 0). TickMode 1-specific optims controlled by UsePlayerV2Shortcuts and AllowTriggerSleeping switches (both enabled by default)
Tests: built boats, sank them while on them, spawned 100 boats with sleepers both with TickMode 0 and 1
Update: set TriggerParent.TickMode to 1 by default
- codegen
Tests: booted up craggy in editor, checked that it's set to 1 and called at boot
s2p on monuments containing nav obstacles
Move auto turret idle calculations back to the server:
This was required since target acquisition uses the current angle of the turet and this will need to be synced between the client + server.
Having the client do it would result in mismatches.
Merge: from main
Tests: compiles
Merge: from main
Tests: compiles
Subtract CS
140319 (fix_foundation_clipping_rocks)
merge from main -> fix_foundation_clipping_rocks
Clean: remove TriggerParentDelayedExit.allow_tick_skipping support
- codegen
Originally was an optim, but discovered that I had a bug that always stayed disabled. If we need it, I'll reimplement it for TickMode 1
Tests: compiles
Replaces nav obstacle component on crates, electrical boxes, containers...
Update: Tickmode 1 - add allowtriggersleeping optim killswitch
- codegen
Tests: built a boat, set tickmode 1, checked in profiler what runs. set AllowTriggerSleeping 0, checked profiler - it started running queries
edited flashlight update vm anims