111,200 Commits over 3,928 Days - 1.18cph!
▅▆▍▌▋ ▇█▇▄ █▄_▌▊▊_▄▍█▉▇_▅▄█▆▍▅_▉▍▅▊▅▅_█▌▋▋▌
merge from dive_mission_range_increase
merge from divesite_tip_fix
merge from emptytoasterror_fix
radioactive water surface border fix
re-applying rock changes to cave_medium_hard and cave_small_hard
Experimenting with some ore resource entity optimisations
Remove all children (except for foliage displacement on client)
Store stage meshes and collision meshes in a new StagedResourceEntityInfo PrefabAttribute so we're not storing the same information on every single ore
Removed a SendMessage
Automated upgrade process
Only applied to ore_stone for testing so far
1P volumetric tests
Updated cookie
Increase maximum range dive sites can be from the divemaster NPC (500m -> 1000m)
Resolves these missions sometimes not being able to start
▅█▌▍ █▆▅▌▅▍▅▍▌ ▋▍▊▌▇▋ ▆▄▌ ▇▌▌▋▅ ▍▇▉▊█ ▉▅▊▌▆ ▉▇ ▇▋▉▊▊█▆▌▍▄ ▅█ █▄▆▌▇ ▅▍▄▊▄▆█▉▇
Iterate on cover and peeks
t1 smg viewmodel updates
- ironsights tweaked
- skinning updates for springs
- idle pose updated
- bolt position poses
- anim length changes to match smg in 1p and 3p
not applying flow forces on lakes, the water is still
- also cleaned up the accumulation of the flow force, the amount of nesting was horrific
Colour adjustments and detail additions to catapult
accidental doubling up of waterflow generation for rivers
dirty prototype of converting terrain alpha map to holes map to replace terrain ignore volumes from physics checks
Added arted-up catapult model, materials, and textures. Some tweaks pending.
▄▉▍▆▆▊▄▆ ▌▄▆ ▌▆▊▄▋ █▉▄▋█▅ ▋█▆▇▍▆▌ ▌▊▇▋▉ ▆▊▌'▅ ▋▍▄▄ ▅▉▆█▊ ▉▇▉▇▇█
Fixed drawbridge animations
Added another drawbridge to the lower level
Buildfix: isolating perf test scripts into it's own assembly
- For the time being stores existing perf tests - will reorganize when the structure is more clear in the future.
Tests: Unity booted without errors, confirmed perf tests presence in Test Runner
Merge: from main
Tests: none
Added front door and drawbridge to the siege tower
Planters now use the same outside check as water catchers.
Reworked planter rainfall logic.
Added planterbox.outsidetestdistance server convar to control distance check.
Moved all new rock placements into prefabs to make future merge conflicts easier to re-apply
Update: enable sound pooling by default
If something goes derp, can be disabled via audio.enablesoundpooling 0
Tests: was explicitly enabled over last 3 days while running all recent changes
Stopped icesheets from spawning around lakes
Merge: from main
Tests: ran around on craggy with logs
Added convars:
'radiation.water_loot_damage'
'radiation.water_inventory_damage'
'radiation.materialToRadsRatio'
Bugfix: don't leak looping sounds when quick-switching
It's possible that equipped items with sound effects (setup via sound player) can enable-then-disable across 2 frames, before SoundManager picks up the pending play request. If it's a looping sound(like torches burn loop) it would stay alive forever. Now we cleanup the pending requests on disable of sound player.
Tests: mousewheel quickswitched between rock and a torch and observed numbers in audio.printsounds - the burn loop is no longer accumulating.
Smoothed vendor entry and exit to spline
Bradley much less likely to enter a spline when turning or facing a target from behind
Update: SoundManager pools internal lists
The pooling effect is minimal, but it achieves 2 small improvements:
- we don't hold lists in memory for sounds that don't reapper for a while - those can be reused in other parts of the code
- audio.printsounds no longer reports 0 active sounds per definintion
Tests: On craggy quickswitched between equipped items. Saw the various sounds appear and disapper in the logs.
Update: microphone drops any sounds it has accumulated on destroy
Tests: tested by playing the flute when exploding the microphone stand connected to a speaker
Update: MiningQuarry drops sound assets when destoyed (though it's invulnerable)
Tests: none, trivial change (same type of changes as previous)
▋▋▅▇▉▇ █▋ ▆▇▍ ▍▌█▅▊ ▍▊▄█▉▅▉▉ ▊▉▅▆▊▄ ▄▉▌▉▇▄▆▍▇▍▊ ▋▍█▊▌▄▍▋▊▄ ▊▉ ▆▄ ▊▆▊▋ ▍▅▆▄▆▇ █▅ ▆▄▅ █▄▆▄▌▋▅▄, ▌▋ █▅▉▍ ▄▇ ▄▊ ▉▋▌▊ ▅█▌█▊ ▋▄▆▋▌▌ ▊▆▄▇▉█▆█
- ▅▋▍█▍▊▅▅▍ ▇█▊▇▇▌▌▌ ▆▇▅▇▄▉▍▊▇ ▍▋▄▍▉ ▆▇▆▋ ▌▆▍▌▋▉▊ ▄▍▆ ▅▉▆█▆▉▆▄▅ ▅▄▆▄▌▊ ▋█▅▄ ▌▆▇▄ ▊▄▊▌█
Update: modular car's engine drops all sound resources on disable
Tests: blew up a modular car
▊▉▇█▋ ▌▋▋▋ ▍▄_▌▄▇▇_▅▆▅▍▍▍▅▌▅
Update: AmbianceWaveSounds recycles sounds on disable
Tests: none targetted(same type of change as before), but have been live on my branch for 2d while testing and working on other changes.