113,997 Commits over 3,959 Days - 1.20cph!
Working on improving bike driving on roads and terrain
Adding motorbike spawn points:
3x in the hangars at airfield
1x on the side of the supermarket, near the pay phone
1x in satellite dishes near the shack
1x in the parking lot with the overhang in train yard
1x next to the foklift in the mining warehouse
2x underneath the two storey building at water treatment and 1x behind the restricted roller doors (water treatment already had one outside the roller doors, that remains)
5x scattered around junkyard and 2x in the car park
1x next to the concrete wall of the big power sub station
No S2P's, will do that in a separate commit (scene conflicts are dangerous right now)
Rework bike and motorbike spawning
Now controlled by three convars: Bike.pedalRoadsidePopulation, Bike.pedalMonumentPopulation, Bike.motorbikeMonumentPopulation
Monument population convars use a new ConvarControllerSpawnPointPopulation controller that applies the same population/server size scaling but only allows spawning at specific spawn points
Merge from traveling_vendor_cinematic_materials
Merge from traveling_vendor_cinematic_materials
- Return to Continuous Dynamic collision for bikes, looks like Speculative was the main cause of "bouncing"
- Adjusted all driving physics, changing collision mode seems to affect it quite a lot
Revert subtractions of bike merges from yesterday
Minor damage threshold tweaks
Collision damage tuning, stop dying to every little thing
Bike power edit + steering edit
fixed left rear indicator on lod1, tweaked rear taillights emissive colour on material, brakes are broken again
positioned rightiside screen and keypad correctly
One weird trick to improve bike jitter (lock z rotation) + additional tweaks
lods, emissive on atlassed lods 3 and 4, trying to get lights working
Merged Travelling Vendor -> Main
Brought back 4 wheel braking
Minor code cleanup
Tree kill fixed
Vendor now destroys any builldings on the road. Won't affect normal gameplay, but will allow it to work on modded servers that allow building placement on roads.
Remove PedalTrike kickstand
Exhaust FX change. Show some exhaust FX all the time
- Removed overengineered steering system. Pure pursuit seems to be the GOAT
- Look ahead multiple points rather than just 1
- Removed excess logs
added license plate props. more fixes to storage warehouse.
merge from runtime_profiling_entity_csv -> main
Enable waiting again - oops!
Clear material properties block before setting colour
Switch from multiple bools for tracking invokes to a single int
0 = off
1 = total execution of invokes per frame
2 = execution time per type of invoke per frame
▌▌▋▉▄▊ ▇▄▇▅▆▋▇▊▌█ ▍▇▇ ▍▄▆ ▅▄▊▌▌▍▄ ▅▆▅ ▌██▇▌
▋▊▍▋▆▅▉ ▄▌▊▇[] ▊▉▉▄ ▍▆▌▆▇▉▆▉, ▊▆▆█▉▍▍ ▌▅▆▇ ▄▆▉█ ▅▅▌█▌▌█▌ ▇▄▅▇▉▇▍ ▋▍ ▉▅▆ ▉▍▊▄ ▄▌▌▅ ▇▆▉ ▌█▌▋▅▉▄▇▊▆▇▍▇▇
▉██▅█▇ ▉▄▆▌▅ █▌█▄▄ ▆▉ ▅▉▇▍▊ ▊▌ ▆▍▆▉▍▅▄▇ ▊██ █▍ ▌▌▍▋▅▍ ▉▊▋▊▇▊▄▌▋▋▄▊▋ ▌▇▆█ ▆▉▇▊
Reimplement detailed entity profiling that was lost instead of stashed
Change to single int to describe entity profiling mode
0 = off
1 = count spawned per frame
2 = count per type of entity spawned per frame
3 = count per type of entity across server every 5 minutes
Reset all profiling measurements on the first frame profiling is enabled
- fixes some stats counting incredibly high
vm frontier hatchet - added bones for beads & tassel
additional profiling, a few quick wins on performance
Added "Secondary Detail Layer" to standard terrain blend shader
player update. 3p kayak anims updated
Added "Blend Detail" option to terrain layer to switch between "Terrain Height" (default) and "Surface Normal" detail sources
Merge Travelling Vendor -> Main
Fixed wheel colliders having a slight gap with the ground
initial skinned oni cloth setup for ghostsheet
small perf modifications to oni cloth and initial setup for global solver updater
Merge from qol_building_preview_lerp_snapping -> main