129,554 Commits over 4,201 Days - 1.28cph!
moved a BaseBoat waterlevel test down a level so unpowered boats don't check it for no reason
burst compiling GJK distance methods directly, already compatible
- not using jobs here as it would need a NativeReference alloc for no reason, we just want the go-fast button
- verified compiling with burst inspector
Added prevent movement volumes to casino garbage piles near the bar
Added prevent movement volumes to casino windows as a failsafe to prevent players from trying to get in through the windows
Steering wheel changes for always smooth wheel turning visuals and to fix a couple of bugs.
Reduced material IDs in farm kios by 3. Changed farm sign to standalone asset.
Added Player and Entity to the Network extensions as well (so the source generator chills)
Added so source generator as well
Add 4 proof of concept cameras to the cargo ship
Fixed cabinet light bleed on these.
Can now use BaseEntity and BasePlayer as arguments in RPCs.
Automatically evaulated at the other side when read
This gives us the base to use these as SyncVar types later, (gives us a route out of the OnChildAdded then checking for references loop)
Setup to have cargo ship spawn its own static cctv cameras, defined by a point + rotation + point to look at
Prevent the cameras inheriting cargos global network group
Updating horse riding anims to v4 rig
Scene2prefab on all fc variants
Simplified casino culling volume setup using custom mesh collider trigger
Merge: from voice_when_invis_fixes
- Voice chat is now heard by nearby invisible players and spectators
Tests: tested voice replication between 2 players, when invis and when spectating. invis case also tested disconnect-reconnect while invis.
Fixed floating/clipping objects in FC3 and S2P. Reverted bench seat sitting positions.
Update: allow invis players to listen to nearby voice
- invis players are now tracked in BasePlayer.invisPlayers
Tests: 2p on Craggy, 2nd player went invis, host tapped mic - replicated. 2nd player disconencted and reconnected, host tapped mic - replicated
converted ladder hatch prefabs to use convex box colliders only
added modular boat floor frame and floor.triangle frame prefabs
Boats can't be edited if recently damaged
Update: Spectators can listen to voice of spectated and nearby players
- Spectators now exclude themselves from EntityGrid
Tests: 2p on Craggy, flew away from the island, started spectating player on island and tapped the mic - it came through
Set halloween wallpapers ingame icons
Added "In Game Icon" field to ItemSkin, allowing us to override the sprite we use in spraycan, crafting and repair bench menus
Useful when we want a branded icon in the store but still need a normal item icon to appear in-game. Only applies for skins that do not have proper items, like wallpapers
Removed colliders from floor rugs and tarps
Find the nearest usable station, not just the first
Cull hackable crate world canvases by distance (around 150m)
Its a global networked entity so the canvas was enabled for all players on the map
added halloween wallpaper store icons and hooked up to wallpaper skin assets. We will need to fix in-game icons at another date
Rewrite how labels are set in ItemDefinition DoPrepare. No differences in the results, wasnt broken before, just less potential calls to the asset database
Turned off sRGB on some floating cities related AO textures, downsized some maps that didn't need to be 2k. Removed obsolete temp textures. Added some ladders around FC1 and FC2 to improve water exit. Removed a few chairs from floating walkways and barges to help with perf. Ran S2P on FC1 and FC2.
Cache entity types list and reuse instead of redoing it every time
Rpg7 viewmodel
- Reduced ironsight curve to re-frame ADS and take up same screen space in ADS as base RPG
- Includes base projectile update script with crosshair options
- Set crosshair to be visible when in ADS
Updating paintball block out rig
CullingVolume will no longer make a box collider if it already has a collider and that collider is marked as a trigger (allowing non box shapes to be used)
Fixed some awkward interactions with the underground layer controller and deep sea toggle
Refactored fog of war into two separate sets of fog - mainland and deep sea
This solves the hardcore mode and deep sea not coexisting as they both tried to write into the same fog images
Re-enabled opening the map in hardcore/deep sea
Added new server.deepseafogofwar convar, defaults to true on all game modes
merge from fix_portal_clamping -> naval_update
Fixed deep sea fog not working on death screen correctly
Fixed fog not calculating while in deep sea until the player opens the map at least once
Possibly fixed fog revealing a couple of pixels on the other side of the world
initial potentially better implementation of screen-space/contact shadows, doesn't work yet
Handle FoliageSpawns recreating in deepsea
Don't stomp activeTerrains when recreating foliage buffers
Fix incorrect terrain size in tropical3 prefab
Clamp position to the output portal when teleporting to and from the deep sea
- primarily fixes running enterdeepsea causing you to teleported to middle of deep sea because it didn't clamp the distance from portal