129,427 Commits over 4,201 Days - 1.28cph!
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
Applied ServerCull to all boat building blocks where required to strip a bunch of gameobjects server side
Remove unncessary vehicle seats/mount point spawning
PT Boat collision fix and Fuelbox addition
Massive changes and rewrites to player model:
- Rewrite all animator calls as _animationControllerPlayable where needed
- Seems to work
- Finally stopped the warnings and the errors
Update: minor ServerProfiler function filtering adjustment
- built from b90a83e5
Was annotating everything from SubGrid, instead of ignoring everything
Tests: unit tests
GetPlayerBoats can now see boats clientside.
Updating 50 cal single rig
Front 50cal animation polish pass
More predictable behaviour. Attempt to prevent it from breaking 20% of the time
Removed extra obsolete LODgroup from mannequin prefabs
Fix menu player being borked - dont need playables there
playables_fixes -> naval_update
Updated Rear Single 50 Cal Model to fix shading error
Fixed broken LODgroup references in mannequin prefabs due to hierarchy change
playables_fixes -> naval_update
Fix hold poses being screwed
Dont setup the playable graph for ragdolls. Stops an NRE when getting near a ragdolled player or killing one
Updated Flashlight Remake Folders to Follow Other Remake Folder Structures
merge from Halloween_25_Update
sequential commit on paintball_gun rename
added underscores to spaces in paintball_gun work files
Test run the manifest with my latest improvements, commit manifest file and changed .meta files
This removed incorrect entity labels on 404 entities
Test run the entity label cleaner, removed leftover entity labels from 47 prefabs that are no longer entities
Also include cleaning leftover GlobalBroadcast labels in the tool
Fixed player placed markers not working in the deep sea
The HUD compass will now no longer show a marker if it isn't the same zone as the player (ei. deep sea/mainland)
This is applied across all markers - death, mission, team mates, etc
If the player isn't in the deep sea and they swap to it on the map, focus on the exit portal as that's most likely to have some revealed space
Fix NRE when spawning deep sea with no cities
Switch fog of war drawing to main thread, seems to resolve loading issues
Don't allow fog updates until we've received the current state from the server
merge from naval_update/deep_sea
merge from deep_sea/billboards
Reduced main island billboard default scale, tweaked fog
Added a billboard for the main island when you're in the deep sea