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scientist_boat_ai_improvements_3 -> naval_update
Fixed the AI Boat triggers on the oilrigs. S2P
Converted Minifridge to MeshLOD, match fridge LOD range
Fix checking for sleeping bags instead of checking respawn options in PlayerInit()
- was still spawning player on death screen on fresh wipe because it was checking for 0 sleeping bags which would return the mission locked outpost respawn point
Remove debug logs, fix signals not being broadcast the correct way for firing/lighting the fuse, add smoke/trail to cannonball.
Fixed the AI boat triggers on the islands as well, S2P everything
Merge from floating_cities
Fixed death screen fade not working correctly in deep sea
Merge from naval_update/floating_cities
Fix boat avoid triggers on floating cities not marked as triggers, causing players to get yeeted out of every floating city at high speed
Added DynamicSafeZoneArea to floating cities, triggers the hostile top right warning indicator when close to the floating city
Show a right click context option to add the selected item to the current tech tree graph
Fixed death screen not showing rocket icons from the RPG skin
Update TerrainCopyPaste to generate undo snapshots before pasting
Fixed tech tree editor window populate buttons not working
Merge: from baseplayer_serverupdateparallel
- Optim for OcclusionV2 - remove extra hash lookup in a busy loop
Tests: with UsePlayerUpdateJobs 2 - toggled invis in close proximity and far away, suicided away from spawn and flew back, teleported around
Merge from fix_use_bundles
Optim: OcclusionV2 - skip resetting lastPlayerVisibility every frame
Turns out didn't need to make the other half of changes
Tests: used invis close and far away
Update: UseOcclusionV2 - simplify toggling invis
- when enabling invis, notify occlusion tracking that we destroyed entity on subscriber's end
- when disabling invis, skip sending snapshots - occlusion will handle it
Halfway to remove the constant hashSet.Remove calls in GatherPairs loop
Tests: UsePlayerUpdateJobs 2, toggled invis in front of player. went invis, flew outside network range, flew back, disabled invis - spawned correctly.
merge from fix_dynamic_occlusion_pooling -> main
Fix pooling issue with dynamic occlusion pausing
- was assuming the entity wasn't parented by default, so dynamic = false by default
- however wasn't resetting the bool in ResetState() causing pooling errors
- even if it was, the old code was updating batching + occlusion every time the parent changed so we want to follow suit
Deep sea:
- Removed the rad volume on the exit side of the deep sea
- Rad volumes are now server only
- Portal backing colliders are now parented to portals, that way they're deleted when we destroy the portals
- Code cleanup
Show CPU time vs total warmup time when logging time taken to warmup steam item definitions
- only shown in editor
- the numbers were correct, it's actually really slow to warmup steam items on main thread
Merge: from baseplayer_serverupdateparallel
- Bugfix for UsePlayerUpdateJobs 2 not replicating players for spectators
- Bugfix for leaking players in occlusion groups
Tests: spectated players from far away. Inspected server state after killing a sleeper
Bugfix: ServerOcclusion - clean up players from all of their occlusion groups on server destroy
Turns out we were leaving a lot of "zombie" players once sleepers were killed. This would slow down server occlusion eventually.
Tests: on Craggy, killed a sleeper, moved to a different network group, and checked in debugger if the occlusion group only contains my player
merge from puzzle_reset_changes -> main
Fix radiation trigger not being multiplied by 2 (extents vs size)
merge from puzzle_reset_changes -> main
Fix SpawnGroup on NMS having higher population than "maxSpawnedPerTick" causing it to consider the puzzle looted
S2P
Entity.GetCycle returns 0 instead of nil for invalid entities
Make Faceposer flexes appear in the same order as in the model
Fixed potential server crash
Clamp a bunch of Lua binding enum inputs to valid values
* Silently clamps the value for Entity.SetSolid, SetMoveType, PhysicsInit, PhysicsInitStatic, SetRenderMode, SetCollisionGroup, SetAnimation, SetFlexWeight, GetFlexWeight, IGModAudioChannel.FFT
More input clamping for enum inputs
Fix last static prop not rendering
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scientist_boats_improvements_3 -> naval_update
S2P Launch site to apply previous "pauseUntilLooted" changes
Enable pauseUntilLooted in powerplant
S2P
Rust Birthday Balloons - Updated textures, gibs, rewrote names and descriptions, reran manifest, added testing gibs material
updated prefab scale and added positonal offset
Implement fuse for cannon firing
Pull towards the centre the further out the boats are in the deepsea
audio files import and floating walkway audio set up
Updated model for tactical gloves
merge from Minifridge_IndustrialAdapter