136,627 Commits over 4,324 Days - 1.32cph!
Merge: from fix_sortdeferred_race
- Bugfix for sorting of hits potentially running in a race with previously scheduled jobs
Tests: unit tests
merge from dragbyangle_improvements
Optim: merge count and sort jobs into one
Tests: unit tests
improved consistency on dag-by-angle calculations on player boats
- changed from batched raycasts to batched spherecasts
- actually check if the hull the cast hit is from the boat we care about
- casts are made from the center of the hull bounds, avoid edge case where this was skimming the top of the boat
Add previewed line tool method, behind convar
clothing box - texture pass and material updated
Added decayentity.debuggetprivilege, helps to see when we used the slow Vis rather than using cached priv
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Bugfix: GamePhysics.SortDeferred - respect dependsOn handle param
Tests: ran unit tests - all pass
shipping container texture repack
projected decals and decal materials
Paint line tool, directionlock method
Boat building stations now cache the steering wheel in the buildable area
This avoids the slow Vis when building on boats and when HBHF sensors check privilege of detected players on edit mode boats
Add missing SetApplicationId call for Discord integration
stripping shipping container models from the decal submeshes
converted all prefabs to meshLOD
Minor HBHF refacto, don't bother polling privilege if the players in the trigger aren't elligible (dead or sleeping)
All tests passed
Added IPrivilege, implemented by BuildingPrivlidge and SimplePrivilege (vehicles, shelters)
Added GetPrivilege in DecayEntity, gives a building/vehicle agnostic privilege getter
HBHF sensors now use that, so they can work on boats
storage boxes prefab adjustments, disabled LOD3 shadows, cleaned up unused overrides
Merge: from spectate_stay_after_dc
- Update: when spectating a player that disconnects, the client starts orbiting their last position. Third-Person is the only valid camera mode in that situation
Tests: spectated a player that disconnected - was able to look around.
Fix throttle hand interactions on RHIB
These were working originally but after as many small changes they ended up being forgotten
Update: client now hovers last spectated player's position in third-person mode when spectated player disconnects/gets nuked
Tests: spectated player that disconnected - started orbiting. spectated as only player on server - orbiting original position (as before)
Revert to a better cs: #
144447
added ddraw to playerboat.lookatdragbyangle command
Update: when spectated player disconnects, stay spectating above their player
Don't like how the logic is tied to the player/sleeper, need to improve on the clientside
Tests: spectated player, then that player disconnected - stayed in an area
merge from collider_cleanup_feb_26
Fix GroundWatch not working for large battery, splitter, volcano fireworks (recent regressions) and fishtrap (old issue)
New deployable test for the root cause, there has to be at least one collider on a layer visible to GroundWatch, otherwise it never gets notified
server_browser_obfuscation_fix -> main
Dont obfuscate ping assmembly
Set deep sea buoy flares LOD to dynamic so their distances are respected (LODGrid stops refreshing statics after >500m)
Fixed DistanceFlareLOD not refreshing on enable/disable, and fixed the broken fading
merge from junkpile_water_clip_fix
realmed removed rigidbody component from junkpile_water_(a/b/c) prefabs
ammo box - fix lod assignment in art prefab, disabled shadows for lod3
wood box - unlinking prefab as variant of original box prefab
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comps box gibs and corpse
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Automated find prefabs with standard shader and disable object motion vectors. Add command to print meshrenderers with motion vectors on in scene.
Merge from baked_mesh_optim
Apply proper bounds, fixes terrain rendering