192,598 Commits over 4,049 Days - 1.98cph!
Bee Swarm:
- Increased particle size
- If a player has managed to get far away from somehow then give up
Setup Beeswarm death screen info
Ensure beehive natural colliders are synced up across client + server
Lights and ceiling lights network optims
Only network the flags, and only when necessary
Update: FullServerDemo - wrap transient entity snapshotting in try-catch
- Also correctly clean up NetWrite
I've checked a bunch of code related to saving, and I'm 100% certain there are landmines that I haven't spotted. This way I've neutered the danger of recording the demo, and I'll be fixing up those cases as we discover them in the wild.
Tests: recorded a demo on Craggy
Fixed weird natural hive placement on oak_e
Bugfix: FullServerDemo - use save for disk instead of network when snapshotting transient entities
- Also couple safety checks for BasePlayer.Save, since now I'm triggering a path that usually isn't triggered for a class of entities (NPCs)
Tests: while recording a server demo, on a procgen map in a local server did all basic activities (looting, harvesting, crafting and building) + drove a bike and attacked a ScientistNPC at outpost. Then was able to play back both demo chunks.
Tests: on local standalone server and procgen world, went to pier monument and descended to find aggressive NPCs - no more exceptions in server log
merge from ioentity_optims2/timer
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I love you Plastic for selecting all changed files by default
Client predicted timer switch, removes the network update every frame when a timer is running
Also changed the client Update for an invoke, fired when necessary
More polish.
Smoke wisp single sided for better lighting response.
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Allow motion warping to track targets without jeopardizing the animation rotation (first pass)
- Extract vertical root motion
- Implement motion warping system for tiger leap (first pass)
Render queue tweak for odd viewing angles.
Fixed the bottle ripple accidentally being a fluorescent yellow.
subtracting
114053 - Editor and standalone crashes for certain users (Added correct data path and log path when checking for DLSS support)
Adjusted IO table LOD distances. (LOD1 no longer kicking in when you're almost touching it)
Optimized IO table texture settings and sizes.
Fixed AO on it not being linear (too dark)
Finalized cooking workbench lighting&fx
Add support for streamer mode
- show `STREAMER MODE` instead of the username for all item ownership on client
Merge from petting_gesture
Merge from crafting_update
Updated petting gesture first person animation
Merge from crafting_update
Fish pie now increases player strength while fishing by 50% (fish moves faster when pulling) and halves the rate that the rod snaps
Added a bear pie with a new digestion boost buff. Doubles the bonus from all gathering buffs (ore, scrap, corpses) and halves their duration.
Merge from crafting_update
Implement harvesting tea, enabled on survivor pie for now
Increases yield from harvesting corpses by 50%
merge from fix_train_barricade_collision -> main
Slightly adjust storage adaptor position on fridge
Fixed storage adaptor not working on fridges
Cooked chicken, raw and cooked human meat can all now expire
Don't allow two spoilable food items to stack if their spoil time is more than a minute apart
If they do stack, the new stack uses the lowest spoil time
When a spoilable food item stack is split, ensure the new item has the same spoil time as the stack
Root combiner network optims
Added a super simple local avoidance to chickens (just iterate over the other chickens in the coop) to prevent chickens overlapping
Can disable via server.farmChickenLocalAvoidance convar (defaults to on)
Merge from petting_gesture_impl