134,769 Commits over 4,293 Days - 1.31cph!
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
Initial viewmodel setup
- viewmodel prefab updated
- anim events added
- ironsights re-positioned
- rig (with hands) re-exported
- anims re-exported at origin
Fix pool leak in TimedExplosive
boatai_clartarget_fix -> main
Only let the claimant boat give up the target.
Behaviour isn't as good but prevents the recursive nature of forwarding claims.
removed unused bakelod material
updated materials with spec
removed bakelod textures again
removed metallic again
last change didn't agree with material change
- fixed missing spec textures
sks world model update - no longer uses bakelod and bakelod textures
- removed bakelod textures and materials
- textures now spec/gloss workflow instead of metallic
- removed old metallic texture sets & updated materials
vineswing anims exported/added to player aniamtion controller for player rig v4
Changed the names of the decal layer textures on the Standard shader to match the names used on the StandardWithTwoDecal shader as this is needed for the painting system to work correctly
Removed test cubes from CraggyIsland
ghostships - fixed some zfighting with wood planks
merge from lifestory_snake_fix
Merge from standard_shader_decal_layers
Run InitTreeGrid again in PostServerLoad on TreeManager, ensures that any trees that were loaded after the TreeManager during the save/load process are serialised and sent out to players correctly
Fixes tree billboards in deep sea not rendering properly after a save/load
Make low res heightmap size dynamic to handle different terrain sizes
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Merge from main (conflict on PlayerModel.cs, auto resolved)
Iterating on various tropical env params.
Slight absorption tweak on clear clouds (lighter)
Changed console command from printstring to fillInventory.
Can now enter a category name to fill your inventory with items from that specific category.
If you want random items type random instead of of a category name.
I'll be refactoring this code to make this more performative and scale better.
paintable reactive target paint setup, set bucket outside to be fully paintable, tweaked resolution, re-set up the special paintable mesh and collision
RRP water rendering progress