33,227 Commits over 4,109 Days - 0.34cph!
Potential culling fix #1
Added occludee show bounds to lodcomp for targetted debug (editor only)
Scene 2 prefab (static oil refinery sound fix)
Static refinery sounds shit for real this time
Reset scale for pipe_pile_b prefab to fix bradley getting stuck in launchsite
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Cleaned up some hiz culling shader portions for readability
Cleaned up query api usage on flares and outline for readability
Occlusion queries limited to windows only; excluding it to investigate linux CTD
bullet hitting water / water bomb fx
Only log "no building for tool cupboard" with developer >= 1
TC no longer drops any loot when destroyed (test)
subtracted TC loot change incase of hotfix
StackOverflowException fix for certain massive bases on certain hardware under certain circumstances
Another try at compile fixing for jenkins
Prevent setting new destination if the current destination is pending (async pathfinding calc).
Sheet metal tier rework - closing off holes in walls
Optimized BuildingBlock.IsOutside
Reapplied
24429 (TC no longer drops any loot when destroyed)
Upkeep is now paid for in the individual entity decay ticks (code simplification + cleanup)
Building blocks that are inside now decay at 10% of their normal decay rate (upkeep_inside_decay_scale convar)
Foundations now decay at the same rate as other building blocks when their upkeep is not paid
Eliminated server side GC allocs from upkeep system
Reverted decay.tick default value to 10 minutes (accidental commit)
Removed upkeep cost from deployables again (accidental commit)
Barricades can be repaired
Barricades can be repaired
Disabled DeployableDecay.ShouldDecay outside check when upkeep is enabled (not required)
Changed EmissionToggle to use material prop block
fixed furnace skinning
emissionToggle NRE fix
compile fix for outside_range_dist on client
Smoothed out query for AI dormant agency
Fixed deployables not decaying
Any entity can add upkeep using the upkeep prefab attribute component
All doors, wall frame inserts, ceiling frame inserts and barricades require upkeep (test, numbers all preliminary)
Admire animations - adding more to DB - 1st Pass
Optimization - Wood log tier rework - closing off holes in walls
merging internal and external models into one call
Optimization - Twig tier merging internal and external models into one call
Fixed NRE in food target navigation.
More AI Behaviour.
Optimization - Top tier merging internal and external models into one call
A little bit more safe guarding on Navigate to food.
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Fixed NRE spam when opening workshop inside editor while running client and server
Deployables inside building privilege do not decay (unless they require upkeep and it's not paid for)
More robust entity sensing.
Even more robust navigation to food.
Reviewed, fixed and cleaned culling + integration
Updated native modules for renderer/win