128,939 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
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                update manifest for projectile error
 
                
                
                
                
                
             
         
        
            
            
            
                
                fix HoldTypeAnimationOverride, setup for client testing
 
                
                
                
                
                
             
         
        
            
            
            
                
                manually override raid, snow and temperature manually when players are inside the deep sea
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix static mode always visible ignoring client.crosshair
Fix settings preview crosshair updating dynamically
Add tooltip mention that spacing doesn't do anything in dynamic mode
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add separate set of sliders for chance of each weather preset inside the deep sea
- only clear weather allowed: no fog, rain or storms (since that indicates the deep sea is wiping soon)
- only modify the visual weather effects on the client, don't mess with the ocean simulation yet
 
                
                
                
                
                
             
         
        
            
            
            
                
                pooled visuals, projectile throwing support, animator fixes, fix entity visual spawning
 
                
                
                
                
                
             
         
        
            
            
            
                
                Players in the deep sea when it wipes are all killed by radiation
Some cleanup
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Hook up all the convars so far to the options menu
Switch to colour dropdowns for the colour settings
Set/fix all phrases correctly with the new system, adhering to convention
Move main crosshair enable/disable toggle into the new section
Simplify / rename a few crosshair variables, add one more color option
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: ServerOcclusion - convert OcclusionIncludeRocks part of narrow phase to Burst
Total generation time went from 240s -> 130s. There's still 80s worth of TestInsideTerrain to rewrite
Tests: regenerated and visualzied in editor
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Add cannon admin fire command, fix ballista admin reload using hardcoded ammo types (use available ammo types instead)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add a way to disable rcon in editor prefs (Edit -> Preferences... -> Facepunch -> General)
 
                
                
                
                
                
             
         
        
            
            
            
                
                New: AreInsideMesh - burst versions of IsInsideMesh
- added unit tests
Tests: ran unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add preliminary support for layers to indirect instancing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed brightness flickering on indirect instancing objects when moving camera (inefficient variant)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Environment volumes in food and farm barges. Dock light LODs and decal fixes.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reapply military tunnel radiation changes from `military_tunnels_radiation_consistency` without merging the whole of naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Static prop version of sunflower with wind, and swapped out proxy WM versions. Updated manifest with missed planter variant.
 
                
                
                
                
                
             
         
        
            
            
            
                
                gifted_bag_tugboat_pickup -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Bugfix: ServerOcclusion - don't ignore rocks that are close to the center of a subgrid cell
Tests: regenerated and visualized in editor - seemed sensible, no gaps observed
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from night_lighting_fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed combined door from farm kiosk, set up separate prefab and nested. Replaced seed bag props in farm with static versions.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update -> deep_sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                Convars to config the wipe interval
 
                
                
                
                
                
             
         
        
            
            
            
                
                exported chiansaw 3p deploy and attack anims that match viewmodel versions
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deep sea is saved and wipes every X hours
When wiping:
- move all players back to the main island
- kill any entities inside
- spawn the content again
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix not being able to pick up gifted sleeping bags on tugboats/in shelters
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: ServerOcclusion - rewrite cache generation broadphase to use parallel jobs
- Takes broadphase from 4.8s to 0.4s
This is tiny, since narrow-phase is the longest (on my 4.7k test map total time is ~240s). I'll do narrowphase next.
Tests: generated on a custom map and visualized the occlusion grid
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix(editor): LoadMapFile - check for relevant state after domain reload to allow occlusion cache rebuild
Tests: triggered a couple reloads, no NREs when generating cache
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added static respawnable versions of other planter types - varied up crop spawning. Added static version of water barrel for farm (WIP). Updated manifest file.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Spike Trap LODs Gibs and backface fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge main into naval_update again
 
                
                
                
                
                
             
         
        
            
            
            
                
                subtract flashlight beam optimizations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add 'Check.HasBuildingPrivilege' and 'Check.InBuildingPrivilegeArea'
'Check.HasBuildingPrivilege' = you can actually build, gives you a boolean yes or no.
'Check.InBuildingPrivilegeArea' = in an area, might not be able to build
 Naming convention was driving me nuts with 'CanBuild()' vs 'GetBuildingPrivilege()' everywhere
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cannon work in progress, basic firing/reloading based on ballista.
 
                
                
                
                
                
             
         
        
            
            
            
                
                New: added GamePhysics.CheckBounds that uses parallel Burst jobs
- added unit test to validate it
Tests: ran unit tests
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                naval_update -> scientist_boat_ai
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix(editor): LoadMapFile - ensure terrain state is setup after domain reload when we generate server occlusion cache
Tests: ran generate server occlusion cache after code edits