133,069 Commits over 4,293 Days - 1.29cph!
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underwater fog lerping respects reflection.forceupdate
Fix culling volumes not working with Indirect Instancing by allowing to inject culling decisions from gameplay code. (pre_culled_mask)
lightu-up frame setup, including xl and xxl sizes, gibs, collision, needs lods
Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in
S2P all floating cities
Upgrade to Discord social SDK 1.8.13395
Hook up RegisterAuthorizeRequestCallback
Don't allow deployable corpses on boat hulls while in edit mode
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded
Update the death screen if we receive updated fog images from the server
ornate frames XL and XXL, tidied up icons, collision, lods, added gibs
Refactored code so its more performative, scales better and doesnt contain unnecessary code duplication.
Also added a Help string too.
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50cal_fullammo_spawn -> main
Ensure 50 cal turrets start with max ammo
rhib_passenger_light_fix -> main
Ensure only drivers can toggle RHIB lights
WIP Painting Line draw tool
Update: PersistentObjectWorkQueue now gathers a bit more telemetry
- also fixes a potential bug with stale data uploading to our backend (another case in ObjectQueue)
There's a bug with it being desynced with the rest of the data (it's called last, but in reality is current), will fix later
Tests: none, not done yet
Paintable Reactive Target - Updated texture size down from 4K to 2K
merge from main/naval_update
Try setting ruin door to world layer to fix navmesh bug
Paintable Reactive Target - Fixed and improved paintability, cleaned up meshes, updated textures and shaders, updated gibs, simple collisions for static parts, rendered icon and ran icon manifest.
merge from deployer_vm_3p_fix
Fix building plan appearing untextured in 3rd person when deploying certain items
generic_deploy now uses the same setup / viewmodel as the regular planner
Reimplement deep water checks in batched buoyancy
boat_planner_new_icons -> main
Add Lewis's new icons for Boat Building Parts:
- Low Wall Barrier
- Low Cannon Wall
- Low Wall
Fixed boat building planner worldmodel showing regular planner on LOD1 and LOD2
Update: runtime_profiler - track pre_lateupdate times
It's a category with a bunch of unity internal work that can take a non-trivial amount of time. Should make it easier to identify source of degradation.
Tests: dryrun of analytics in editor with runtime_profiling 1
deepsea_disable_drone -> main
Stop players from being able to attempt to buy from vending machines in the Deepsea
This was allowed before - resulting in drones getting stuck at the border
Fix island scientists roaming into the water, make sure to use world space position not navmesh space, fix bug where navmesh space was used to check if a position was inside a world volume
Remove Physics Projectile layer from all parenting triggers on all ghostship variants
Was causing thrown grenades and C4 to freak out
worldmodel, projectile and entity prefab set up
Merge: from useplayertasks_removegroupoccludee_nre
- Bugfix: patch exception from double add of occlusion group member. OcclusionValidateGroups to validate if groups are correct
Tests: various 2p scenarios - being close, far, outside of range, teleports
Update: add OcclusionValidateGroups servervar
- also replaced the conditional log with a logerror, to make sure we spot it
- codegen
Couldn't reproduce the issue locally, so I'm missing something, including whether it was a false-positive or not. This should help check every bad case and confirm whether the issue is legit or not
Tests: used the command in a couple scenarios - players close, players far, players outside of network range, with invis on/off
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Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
merge from SmallRamp_Deploy
boatai_cleartarget_fix -> main
Fix second entry point for a recursive AI state in OnTargetClaimAvailable
Fully rely on PursuePlayer to do a sucessful switch over of target/state logic.
Update: replace throw with a devbuild-conditional error log
This is a cirtical code path, so we can't interrupt it or we'll corrupt global state. Think I see where the problem is coming from, will attempt to fix next
Tests: none, trivial change