128,127 Commits over 4,201 Days - 1.27cph!
PlayerBoat.CalculateHealth() now takes the value of each block's actual health, not their defined ContributingHealth
BoatBuildingBlock takes it's MaxHealth from the ContributingHealth, not the construction grade.
Blocks now show correct initial health values in edit mode.
Disabled deep sea portals debug by default
Give a whole second before spawning scientists
merge from industrial_pipe_batching -> main
merge from npc_PlayerSyncCycle_optim
Disable cpu batching on industrial pipes since the pipes randomly had incorrect rotations and there is a non-neglibable VRAM cost to keeping a duplicate of every industrial pipe mesh, can explore later
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merge from main -> industrial_pipe_batching
merge from optimize_reduce_dynamic_occlusion -> main
merge from naval_update/deep_sea/billboards
Dont try and set navigator, we dont have one
Floor.triangle health 100->25
Floor health 200->50
hull square health 200->75
hull triangle health 100->25
wall.doorway health 200->50
wall.low.barrier health 100->25
wall.low.cannon health 100->25
wall.low health 100->25
wall.window 200->50
wall health 200->50
Disable AI brains on the boats provided we dont have a target. Will reduce NPCPlayer::ServerThink_Internal calls
engine and storage audio files imported
PT boat engine sounds imported and implemented and storage imported
naval_update -> scientist_boat_fixes_3
Fixed smoke grenade scale and food vendor arm clipping (playtest feedback). Some more material reduction on floating walkway kit pieces
Mark ladder as static when parented to building block
bug fixes and seagulls added
Added billboards for the deep sea islands that can be seen from the mainland
Fixed mainland portal position when in the deep sea
Material reduction and optimisation in some floating walkway kit pieces
Added repair bench to playground.player for easier skin testing
- updated hazmat wm lods
- added wm prefabs, meshes and updated item prefab for:
- hide halterneck
- hide skirt
- hide vest
- hide poncho
- hide pants
merge from playable_fixes
Folder Renaming for flare refresh.
Disable terrain culling by default
Add `indirect_instancing.use_instance_mask` for in-build debugging purposes
- Fix inaccuracies in terrain culling raycast
- Fix terrain culling issues around terrain holes
- Add generic SIMD vector types `float8x3` and `int8x3` for terrain culling and future use
- Make the first culling layer (LOD/Distance) respect the instance occupation mask
- Add `terrain.debug` command to visualise how the culling system sees the terrain height map
- Fine tune `tc_max_iterations` to 512
Set small ramp collider layer to Vehicle world, solves some clipping issues
hull_square and hull_triangle cleanup.
Add profiling to CacheParts
PT Boat Fuelbox and mesh update
Instance bucket helmet from fbx
Applied ServerCull to all boat building blocks where required to strip a bunch of gameobjects server side
Remove unncessary vehicle seats/mount point spawning
PT Boat collision fix and Fuelbox addition
Massive changes and rewrites to player model:
- Rewrite all animator calls as _animationControllerPlayable where needed
- Seems to work
- Finally stopped the warnings and the errors
Update: minor ServerProfiler function filtering adjustment
- built from b90a83e5
Was annotating everything from SubGrid, instead of ignoring everything
Tests: unit tests
GetPlayerBoats can now see boats clientside.
Updating 50 cal single rig
Front 50cal animation polish pass
More predictable behaviour. Attempt to prevent it from breaking 20% of the time