132,162 Commits over 4,262 Days - 1.29cph!
Updating paintball gun rig
Batched Buoyancy is now functional, but still missing some code and needs more optimization:
- Move buoyancy data into persistent arrays and reuse them.
- Add convar for switching between batched/old buoyancy.
- Add 3D positions for water info step.
- Add Ocean Simulation.GetHeights span overloads for interop with native arrays. (they still need a XZ3D step, otherwise we'd use the native arrays directly - TODO later.)
- Add GetBuoyancyWaterInfoBatched. (wip, missing entity fast paths for inside terrain/above water)
- Shim Ocean simulation into WaterSystem.GetHeightArray_Native, it's already batched, works for now.
Add BlockPlayerBoatWood protection properties so we can change protections without affecting regular wood block grade.
Assign to wood_boat_hull, wood_boat and PlayerBoat properties.
No actual changes in protection properties yet.
Debug log damage scale too
creating paintball gun 3p anims
Damage test save with boats and cannons.
Debug logging.
npc_vendor_accessible_fix -> main
Remove for the travelling vendor
Fixed drone accessibility not showing up for NPC vendors.
Had to adjust all NPC Vending Machine prefabs and S2P the following:
- Stables
- Fishing Villages
- Bandit
- Outpost
Fixed GetPortalLerp NRE when reconnecting in the deepsea portal
Kill deep sea if water system is null
player_head_stuck_fix_2 -> main
Second attempt at trying to fix the players head getting stuck down. Its due to the look direction coming in as negative in rare occasions and then freezing the ik - try and get away with clamping
merge from lastplayed_sorting_fix
Fix sorting by "last played" not working correctly in the server browser
Fixed gingerbread softside ceiling wallpaper always showing the default skin
merge from gingerbread_wallpaper_fix
windturbine_lod_fix -> main
Fixed Windturbine having a super low LOD range
Rebalanced to let us see wind turbines further (taking advantage of now batching)
mountplayersync_ai_bypass -> main (yolo)
mountplayersync_ai_bypass -> main
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hot_reload_1.13.13 -> main
Update HotReload to 1.13.13
Use Kill instead of Destroy when destroying the deep sea manager if deepsea.enabled is false
Paintball Gun - split viewmodel weapon and ammo meshes
Removed the deep sea top collider, so supply drop cant get stuck
set up paintball gun 3p and w model anims
Also show the current health in boat building UI to make it more obvious if you need to repair
Paintball Gun - viewmodel texture update
network_profiler_improvements -> main
Display in/out simple bytes in MB
Reduce SailPositionInfluence
merge from naval_update/deep_sea
LOD0 of scrap component box
merge from naval_update/deep_sea/islandspawning_fixes
Enable Indirect Instancing by default
No longer restrict Indirect Instancing (`indirect_instancing.enabled`) to developer accounts. I'm looking at you, staging players. 👀
Parse the conveyor's filters into item/blueprint/category dictionaries for faster lookups
Takes 800 filter checks from 1.4ms to 0.12ms
Allow Indirect Instancing to be toggled in-game any time (Also correctly applies config value when in editor now)