123,375 Commits over 4,171 Days - 1.23cph!
merge from pilot_hazmat_dlc
Jungle haze intensity tweaks. Lowered a tad.
Fixed twilight transition being too abrupt & related color gradient stuff.
Fix source generator not running on components
Code cleanup
First attempt at a decent solution to entity components (in SyncVars) - hoisting:
Grab a reference to all entity components
Find SyncComponent attributes
Extract all SyncVars from the 'component'
Hoist them inside the parent with getters/setters that reference the components SyncVars
Run through existing logic
Added first pass of farm barge container shell no.1
Pilot Ejector Seat - Improved gibs
l96 - removed anim events from aimed idle to fix sound issues
Fix formatting in RebindSkinnedMeshRenderer
work around unity_BaseCommandID not being set
m39 - removed anim events from aimed idle to fix sound issues, updated anim clip namings
Fix heavy scientist sometimes still turning too fast to face player or noise
Reduce heavy's magazine size and increase his reload time to create clearer opportunities for players
merge domain reload codegen improvements back to main -- editor only code gen
Improve static field codegen for collections, fixes editor errors when skipping domain reload is off.
Blend player aim dir and player position when adjusting spotlight orientation
Fixed spotlight placed on the ground or ceiling not having 360 yaw range
Also aligned the model so its not biased towards a direction
Fixed not being able to reselect most recently selected items/wearable after using the clear buttons
Added a clear selected item button (shortcutted with `I`) to unequip the player item, worldmodel and viewmodel
Make heavy scientist turn slower when surprised, to give a longer window of time to shoot his backpack and make it explode. Without this flanking is quite unrewarding.
Slightly less blue cast in the jungle.
Compressed jungle haze down a bit closer to the ground overall.
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Added xsens avatar and presets
Fixed storm volumetric cloud vs billboard cloud terrain brightness levels again.
Slightly improved cloud shape definition.
Merge: from main
Tests: none
Merge: from occlusion_rework
- UsePlayerTasks runs occlusion checks using batched burst jobs
- UsePlayerTasks - any visibility changes are processed using tasks distributed amongst worker threads
- UsePlayerUpdateJobs - more use of CachedState
Tests: a bunch of local 2 player sessions on Craggy
Update: move serial server occlusion update code to the relevant partial class file
- Use ReadOnly interface for lists to avoid read-write access violations
Tests: compiles in editor
update DLC skin names to store names, conflicting with store
Initial clientside boring stuff
Optim: avoid player's world transform querying and use cached pos instead
Hoping it'll help reduce the 50% self time of ServerUpdateParallel on 200pop server
Tests: none, trivial change
black box meshlod culls at 60 instead of 100 to mirror parent wood box
merge back domain reload exception fix.
created black-box-deploy sound effect and assigned to black box deploy effect. Also fixed engine.jason saying "flight recorder box" when it should say "black box" (again)
Fix domain reload exception while a debugger is attached.
Optim: OcclusionCache store sorted pairs
- Don't store SubGrids in the cache, just their indices - saves a bit of mem
Allows to double the effective capacity of the cache
Tests: 2 player session in editor with occlusion behind the hill
Orientable spotlight setup
Polished the client movements, used a damped spring
scene2prefab millitary_tunnel_1
adjusted volumes near chimney entrance
fix invisible 2D cloud layer
R/W for 2 more obscure meshes
support for EnvironmentVolumes with non-square spatial volume shapes to use Capsule/Sphere colliders
- Fix npc looking straight at player instead of using overrideDirection when it's supplied (only an issue on client), required refactor of NPCs networking
- Fix compile errors
Abyss Storage - Improved adaptors, hopper and storage monitor positions for both variants (mostly horizontal storage), fixed seaweed material on vertical variant
media_capture_backgroundvideo -> main
Convar to skip the current menu background video
Fix pilot helmet lod weirdness (on mounted trophy and normal prefab)