134,514 Commits over 4,293 Days - 1.31cph!
Fix collider names on BBS causing warnings after a recent change
ballista_mounting_fix -> main
Fixed mounted ballistas flipping the player view when mounting.
This was caused by a change on cannons (to support parented cannons on boats).
Now only apply the parenting logic to cannons and not the regular Ballista entity.
merge from naval_update/deep_sea
Added a timer to portal map marker to show the time left before the deep sea closes
Updated deep sea portal markers
Tweaked wipe duration and radiations
stand driving pose update
added 60 fps reload anim for 3p paintballgun
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Merge: from useplayertasks_invisplayers
- Bugfix for invisible player in helis/other vehicles with UsePlayerUpdateJobs 2
Tests: 2p on Craggy, flew heli to player outside of network range 5 times - player was visible
Bugfix: UsePlayerUpdateJobs 2 - when player leaves occlusion group, clean up last visibility timestamps
- fixed whitespacing after merging messing it up in one of the files
This caused negative feedback loop. If EntityQueue doesn't send snapshot during network subscription change (because of OcclusionFrameCache), the ServerOcclusion should send it, but having an expired visibility timestamp meant it didn't send the snapshot (expired == previously visible, so snapshot already sent).
Tests: on Craggy with UsePlayerUpdateJobs 2 flew 2 players outside of network range, then made 2nd player fly in a minicopter to the 1st - was visible. Repeated this flight test 5 times - all passed.
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Fixed deep sea rad volume not restored after a server restart
Fixed duped collider on deep sea bottom collider
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Add support for different animator override controllers per surface type on wallpaper tool
merge from main to fix gui issue
Fixed some properties in the shader GUI script that were causing errors with the StadardWithTwoDecals shader's materials
deleted unity viewmmodel camera anims (no longer needed)
Anim update to Krieg shotgun and batteringram
merge from indirect_instancing
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.
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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.
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Easels drop paintings (data saved) when destroyed
merge from slots_optimize
merge from naval_update/deep_sea