138,952 Commits over 4,352 Days - 1.33cph!
Added the motion vector mode of renderers to the render params for indirect instancing
Adding burst cloth for frontier hazmat and updating skinning
close more edge cases:
- placing a lock on a box would show contents to everyone before master code was input
- placing a lock on a box and then locking it wasnt hiding contents until next network update
wip floorpaper texture updates
Now sending packets over websocket, sending map via StreamContent, removed reliance on Time.frameCount (potential threading errors)
First pass trims/mat applications on kiosk A
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Client now takes a screenshot when running the copy commands and saves it into the copypaste files
Set to 256x144 for now
Update: rewrite BasePlayer.UpdateSubscriptions into batch form
Doesn't actually do anything different, just prep for adding managed tasks to it. Need to add unit tests and perf tests first
Tests: booted into Craggy with jobs 3 - was able to see entities in the world
Up/Down arrows now move the autocomplete up and down
Tab/enter/return puts the selected autocomplete entry in the input box as you'd expect
merge from indirect_instancing
* Turn `_PARTICLELAYER_ON` back to a multi_compile keyword to fix snow coverings.
* Reject renderers with property blocks that set `_ParticleLayer` from instancing.
* Keep renderers non-instanced when `indirect_instancing.fallback` is disabled.
* Store reasons for reject/fallback and display it in the debug overlay.
* Do not spam the console about fallback instances.
* Rename ConVars monsters/non_monsters to multi_draw/single_draw for consistency.
* Guard dangerous Indirect Instancing ConVars behind ClientAdmin.
* Display the current biome when running `terrain.debug`.
single 50cal animation updates
Fix failed line of sight checks preventing vending machine purchases from floating city boat shopkeeper
This was due to the invisible vending machine being under the sea 🐟 underneath the shopkeeper
Updated flags for these vending machines so they are only accessible via talking to the shopkeeper, to prevent menu prompt conflicts for talking vs buying
S2P all floating cities
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Bugfix: PartialCompare - don't miss last object in b listhashset
Could lead to a duplicate pushed to removed list
Tests: ran unit tests
Add extra logs when coping/clearing
wip easter floorpaper textures, setup
New: ListHashSet.PartialCompare - early outs upon reaching addedLimit and removedLimit
- added unit and perf test
It still has linear complexity, but does seem to scale better
Tests: unit tests
Potential fix for scientists weapon leak
re-exported viewmodel LR300 space rig minus arms mesh
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Clean: refactored NoClip perf tests to use Utils.MeasureAndPrint
Tests: ran noclip perf tests
Fix tutorial missions still being active after respawning at mainland if player died and disconnected whilst in the tutorial
Clean: fix stream of warnings from running AntiHackTests
Tests: ran noclip tests
Update(tests): added perf tests for IsSpeeding and AreSpeeding
AreSpeeding is slower at 50 players, but faster at 200 players (probably transient allocs).
Tests: ran unit tests
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exported horse pooping, skid and trough graze anims
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Modified MidiJack plugin to only ever open one MIDI device at a time, possibly works around new win 11 midi driver issues
Fixed large planter not deployable on boats
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Override terrain texture globals with nearest deepsea island
Added simple IK solver, allow us to lean and shift the pelvis on slopes without going full crazy with LegsAnimator
Increased the speed at which we align with the ground, feels better and seems to help reduce collision damage at high speeds
- Swap SendModelState over to a dirty system. Only update if dirty instead of every tick.
- Included properly in save/load for players joining network range
SendModelState was running every player tick. This was using 54 bytes per player per tick.
The player was wastefully saving/loading this information as well (but not all of it, only some of it)
This was also expensive ms wise on the server - this will cut it back
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