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Dont save the ghost ship hackable crate. Stops save nre
merge from ai_vehicle_clipping_check_optim
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
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▆▍▉█▊ (█▇▍▉▋▌) █▉ ▉▊▅█▉▅ ▅▉▄▅█▅▇ ▉▍▄▌▄▆▊▆█▄ ▋▅▆█▆▊▄▊, ▅▋ █▋▋▊ ▍▄▅▉█▅ ▋▄▇ ▆▍█▌▋▋▊▌▆ (▄▉█▇ ▆▊▍▍▍▉▇ █▍▌ ▅█▌▍▄▄ ▋▆▆▊)
▌▄▉▌▋▇▌▉▍▅▊▅▅▊▌.█▊▉▆▆▋▌▇ (▄▆█▌▋▉) ▋█▌▆▋▉▆ ▅▅▆ ▊▊▌▉▋▆ ▄▆▆▅▉█▆▄ ▄▍▍▊█▉▆█ ▄▍ ▅▊▋ ▍█▄▉▇▉ ▇▉▉▍▆▉▌▆ ▆▊▊▍▇▆▌▆▌ * ▊▉▋▉▍▅ ▉▌▇▄█▄▌▆▉▆▌ ▍██▄▊▅▉▇▄ (▌█▍ ▌█▍▋▉█▄▊▄, ▇█▄▄▍ ▉█▅█▇)
merge from naval_update/deep_sea
Applied prefabs.
Dummy coord fixes.
Re-route setting animator states to playable animation controller
scientist_boat_fixes_3 -> naval_update
scientist_boat_fixes_3 -> naval_update
Fix margin check in wander state
Support boat debug ddraw convars on server
PlayerBoat.CalculateHealth() now takes the value of each block's actual health, not their defined ContributingHealth
BoatBuildingBlock takes it's MaxHealth from the ContributingHealth, not the construction grade.
Blocks now show correct initial health values in edit mode.
Disabled deep sea portals debug by default
Give a whole second before spawning scientists
merge from industrial_pipe_batching -> main
merge from npc_PlayerSyncCycle_optim
Disable cpu batching on industrial pipes since the pipes randomly had incorrect rotations and there is a non-neglibable VRAM cost to keeping a duplicate of every industrial pipe mesh, can explore later
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- ▆▇ ▇▆▋▆▌ ▇▌▋█▆▍▉ ▉▋▍▍▅▋▉▄▉ ▄▍ ▊▆▉ ▄▋▊▌▄▍▉ █▊▉▌▌█▊ ▍▌ ▊█▄▌▇▊▉, ▋▋▄ ▇▅'▋ ▆▇▄▍▆▆▅▅▊▅▍▍ ▄▅▇▄▇ ▆▍ ▄▋▇ ▉▊ █▆▇
merge from main -> industrial_pipe_batching
merge from optimize_reduce_dynamic_occlusion -> main
merge from naval_update/deep_sea/billboards
Dont try and set navigator, we dont have one
Floor.triangle health 100->25
Floor health 200->50
hull square health 200->75
hull triangle health 100->25
wall.doorway health 200->50
wall.low.barrier health 100->25
wall.low.cannon health 100->25
wall.low health 100->25
wall.window 200->50
wall health 200->50
Disable AI brains on the boats provided we dont have a target. Will reduce NPCPlayer::ServerThink_Internal calls
engine and storage audio files imported
PT boat engine sounds imported and implemented and storage imported
naval_update -> scientist_boat_fixes_3
Fixed smoke grenade scale and food vendor arm clipping (playtest feedback). Some more material reduction on floating walkway kit pieces
Mark ladder as static when parented to building block
bug fixes and seagulls added
Added billboards for the deep sea islands that can be seen from the mainland
Fixed mainland portal position when in the deep sea
Material reduction and optimisation in some floating walkway kit pieces
Added repair bench to playground.player for easier skin testing
- updated hazmat wm lods
- added wm prefabs, meshes and updated item prefab for:
- hide halterneck
- hide skirt
- hide vest
- hide poncho
- hide pants
merge from playable_fixes
Folder Renaming for flare refresh.
Disable terrain culling by default
Add `indirect_instancing.use_instance_mask` for in-build debugging purposes
- Fix inaccuracies in terrain culling raycast
- Fix terrain culling issues around terrain holes
- Add generic SIMD vector types `float8x3` and `int8x3` for terrain culling and future use
- Make the first culling layer (LOD/Distance) respect the instance occupation mask
- Add `terrain.debug` command to visualise how the culling system sees the terrain height map
- Fine tune `tc_max_iterations` to 512
Set small ramp collider layer to Vehicle world, solves some clipping issues
hull_square and hull_triangle cleanup.
Add profiling to CacheParts
PT Boat Fuelbox and mesh update
Instance bucket helmet from fbx