193,508 Commits over 4,079 Days - 1.98cph!
Transfer item ownership when explosives are picked up
- this doesn't apply yet because C4 & satchels are stackable but laying the code down ahead of time
Add ownership to ItemModRecycler (no prefabs use this but better to be safe)
Set item ownership to keycards that are picked up
Add item ownership when animal head is beheaded with a skinning knife
Set item ownership for resources that use RandomItemDispenser instead of ResourceDispenser
Add item ownership when collectible is picked off the ground
Add item ownership for items produced when car is shredded
Add item ownership to plants harvested
Fix item ownership not applying to finishing bonus
Set item ownership of photographs taken by the camera
Set item ownership of cassette tape to the player who made the recording
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Fixes towards MP3s hanging the game on first playback
* Fixed MP3s recaching 2 times sometimes in a row
* Fixed cache size not being able to exceed 65k
* Make MP3s skip the ID3 data immediately on cache, not on first playback. This makes loading a bit slower per-file, but makes it so we don't need to cache 400KB of useless data per MP3
* Increased amount of cached data for MP3s to satiate initial burst of data access by BASS (from 16K to 96k) This was preventing async load of the entire file
Merged Pull Requests
* Refactor sandbox hints
* Remove angular-ui, jquery-ui, jquery-color
Add ownership for gifts that are wrapped
merge from main, fuck fuck Plastic or whatever we call it now..
Try without merge tracking, ignoring subtractions
Untangle bad merges - maybe
Only show the repair UI to the corpse owner
Changed softcore gamemode convars
added and updated some crocodile animations
Seed variants for sunflower, rose and orchid
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Added correct data path and log path when checking for DLSS support
merge from fast_debug_draw (fix shader on metal)
Update: ServerDemoPlayer - report errors if failing to find entities
Need to verify if my previous changes are working in more complex scenarios.
Tests: none, trivial change
fast debug draw: skip geometry shader on metal
experimentally routing calls to queries from a non-burst context to run a burst compiled job on the main thread and calls from burst contexts to directly run the code
- uses a mixture of BurstDiscard and compiler hints to avoid compiling any branching into burst-compiled code
- twice as fast than just burst compiling the function calls and calling it directly from managed/non-managed contexts
- at least 10x faster for larger queries in worst cases (empty grid) and negligable difference for small queries
Added some polygons to the cooking workbench liquid bottle that was looking a little PS2.
Update: FullServerDemo - detect full network ID range used in demo
Replaces old invalid system of just reserving a constant chunk
Tests: played back all demos that I have - all valid.
Add terrain blend layer to standard 4-way and packed mask blend, reduce terrain sampler slot usage
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Interior set dressing, tweaks to floor material in zigg scene
mauritia flexuosa M variant with LODs and billboard, materials initial commit
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Temporarily disabling DLSS/DLAA due to crashes
Update: FullServerDemo - support client RPCs for transient entities
Implemented via an extra parse of demo stream, but should be okay since it's an editor-only process.
Tests: Played the same demo where I collected wood - previously it quietly failed, now player got attributed resources.
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Continuing work on zigg scene
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Corpse inventory saving/loading
Added workbench corpse
merge from terrain_ignore_grid
Added GibSimulator, tool to simulate gib physics in edit mode - helps creating container corpse prefab
Not tied to Gibbable for now, still wip
Update: FullServerDemo - try to handle transient(not in the savefile) Entities
- Record an entity snapshot once per demo chunk if sending specific messages - Positions, Flags, RPC(both server-sending and recieving)
- DemoTransientEntities are not sent if we've sent an entity snapshot via Entities message during active chunk
- Fixed not handling demo messages that can have 0 connections associated with it
- Fixed incorrectly aborting on "unknown" message type when types are related to demo-specific messages.
In theory this should allow us to avoid missing entities scenarios when playing back, which helps with determinism. But the server-recieving-RPC scenario needs more work - we record the transient snapshot after we recorded an RPC from the client, so I need to implement look-ahead in demo playback (or do what client demo playback does and index the demo).
Tests: on Craggy in editor recorded a full server demo where I'm looting a wood-collectible. During playback it spawns, but doesn't get removed