138,867 Commits over 4,352 Days - 1.33cph!
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
Merge: from spectate_stay_after_dc
- Bugfix for disconnecting players staying standing with UsePlayerUpdateJobs 2
Tests: spectated disconnecting server
Bugfix: ServerOcclusionParallel(Jobs 2) - when spectator is hovering in a net group cell, use that cell's occlusion group
As the spectated player disconnected, we would stop populating the occlusion results cache, thus leaving spectator in a frozen-world state
Tests: on craggy with Jobs 2 - spectated a player that disconnected, was able to see them sleep. Did same from outside network range.
Fix animals running in circles
Fixed some potential crashes
Clear _rt_Camera texture to black on disconnect
Clear water reflection/refraction textures when unused
Ship fixed door models
* Door03_Slotted - fixed skins not working, fixed opening animations not always playing correctly, added ep1 hardware type, fixed pushbar lighting
* Door03 (Ep1) - added rusted texture skin from Door01 (fits the window cutout)
* Door01 - added ep1 hardware type, fixed pushbar lighting
Ship fixed Skin13 & 14 for doors
* Fixed handlebar textures for both
Merge PR: Toolgun trace not hitting parented props re-fix
Fixed a crash to do with HTLV
Fix potential crash issue with rope rendering
Implement pistol empty holster
* Fixes the model having empty and non empty holster anim being tied to the same activity
Remove the while loop from DModelPanel render
* Added surface.GetScissorRect (Faster than surface.GetPanelPaintState) - returns enabled, left, top, right, bottom
Merged Pull Requests
* weapon_fists sets damage position
* Make closedcaptions fonts anti aliased
Fix missing font CloseCaption_Small
Implement vendor specific shadow depth format test for Intel
Allow solid triggers to touch triggers
* Allows loose weapons and ammo entities touch remove/teleport triggers, etc.
Unhide r_particle_timescale
Make effects.BubbleTrail not turn start/end pos into mins/maxs
Add a temp hack for missing surface.GetScissorRect
Fixed artifacts caused by dithered objects being rendered in front on subsurface scattering type objects
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replace procedural creation of TriggerWakeAIZ in dungeons with WakeAIZ
Revert
144931, use "Armor" everywhere in the store page instead. Thought "Armour" was the US spelling
US English is supposed to be the default (I'll add UK english at some point ok)
Armor -> Armour in the storage box store page pack description
Skin pass for snow jacket
replacing train tunnel prefabs TriggerWakeAIZ
merge from storepage_boxes
Added pack to storage section
Merge from PlayerRigUpdate2
Model changes and prefab light set dressing for kiosk D
Fix compile errors from merge
replaced all TriggerWakeAIZ in all monuments and ran s2p - train tunnels still left
- airfield
- artic_research_base
- bandit_town
- compund
- desert_military_base a/b/c/d
- excavator
- military_tunnel
- oilrig / oilrig_small
- trainyard
merge from boxes_open_access
Fixed pivot on rentable shop F. First pass proper art for rentable shop D (still WIP as are the others)
also copy sleep delay and zones in tool
quick tool to convert TriggerWakeAIZ with a button
- also made it so BaseEditorExAttribute can invoke a method for isTrue/isFalse instead of just reading fields/properties
Bugfix: uncomment tickState caching
Left it commented because I thought it would help with unit test validation, but it's completelly unrelated to my unit tests.
Tests: on Craggy tried to sprint with UsePlayerUpdateJobs 0
Fixed slot machine not animating with Indirect Instancing
merge from storepage_boxes
Fixed skin viewer not showing any box content
Media size tweaks
Removed mesh cull from shipping container floor frames and wall frames as they should rely on network distance for culling
disabled mip streaming on the decal textures for shipping containers
setup ghostships and tropical islands WakeAIZ again because I changed the serialized format
- ran s2p on all islands
Removed unused media, downsized the rest and made atlases
optional box support, re-uses x component of vec3 size for radius otherwise
- uses largest extension for network radius check and then a coarse OBB<->triggerpoint intersection to determine actual contents
tweaked lod cull distances on hopper and storage monitor to cull at same distance as everything else (60)
Storage box store page media 3
Storage box store page media 2
Storage box store page media 1
Storage box pack store page