131,656 Commits over 4,262 Days - 1.29cph!
Update: reorder clipping entities check to fast-exit on corpses
Tests: none, trivial change
Clean: remove duplicate IsDestroyed check
It's already checked as part of ToBaseEntity and our caching Entity
Tests: none, trivial change
Optim: TriggerParent - cache ToBaseEntity calls
Best case they cost us a hash-lookup + alive checks, worst case - hierarchy traversal. We can make do with alive checks only.
Tests: built a boat and rode it, put it in edit and reconstructed a foundation
increased culling distance of recycler
Use LOD quality setting "Object Quality" in Indirect Instancing to more closely resemble the LOD switching behavior of the old system.
Update: don't requiry parent exclusion trigger
Tests: none, trivial change
Try skipping the extra pass to remove null transforms for an extra 0.2 ms (toggleable via ConVar)
Perform application of the motion list transforms in a job for better performance
cannonball explosion sounds and flight loop
Merge from indirect_instancing (also force-disables it for non developers)
Set new _INDIRECT_INSTANCING_ON keyword when Indirect Instancing is enabled
Mark all Indirect Instancing ConVars as DeveloperOnly.
Don't include DeveloperOnly commands in autocomplete.
Boost visibility of display back elements
Merge from main (to pull in mac_foliage_tearing_fix)
Ammo display llight now works again, and apply fade in to light intensity on deploy
Merge from mac_foliage_tearing_fix
Fixed server deep sea losing its portal direction, causing potential issues with cargoship and chinook spawn directions
- Add option on 'GoToDeepSea' objective types to fail the mission once the deep sea closes. Enabled for the floating city wood delivery mission
- Also add option to only allow mission to be started if we are x many seconds away from deep sea wipe/closing. Also enabled for this mission
- Mission failure chat message is now translated. Also provided additional context for mission failure by showing the failure reason
Wrap indirect instancing in ifdef to prevent potential issues with default gpu instancing
Added NPC and vehicle breakdown to deepsea.printentitycount
* Fix randomly disappearing in-motion objects since switching to the new TransformMemory implementation.
* Fix randomly disappearing stationary and in-motion objects in the deep sea.
* Fix concurrent access exception when in-motion objects are destroyed.
Finished boats can be repaired with the hammer without entering edit mode.
Player boats generate a dynamic BuildCost at creation, to be used for repair costs, based on the total number of blocks * block costs.
Hammer repair logic now checks if an entity should be repaired via the parent. Eg hitting a boat block will repair the boat.
Added BaseCombatEntity.ShouldRepairViaParent and BaseCombatEntity.GetRepairableParent.
merge from naval_update/islands_navmesh_fix
Fixed deep sea NPCSpawner never finding their island. We detach the children of the deep sea island to avoid issues with global network, so they couldn't find it
NPC spawners are now properly waiting for the navmeshs to be generated before spawning
Wait for the deep sea to be entirely spawned before generating the islands navmesh. That gives some time for the dwellings to spawn, so they are carving the navmesh properly
Fixes scientists phasing through dwellings
Merge from nav_optimisation
Bump radius to 200m just to be safe
merge from main -> fix_steam_nickname_bags
Fix pumpkin.wearable (was back to front)
added elite crates to ghost ships, rebalanced cannon damage against player boats
Fixed diving fins missing material
add graphics.atmospherefogdensityscale
merge from deepsea_portal_weather_fixes
merge from deepsea_portal_weather_fixes
deep sea/portal weather transitions work with vclouds, fix portal entrance weather transition not actually transitioning from current mainland weather
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Update ghostship parent volumes to be more accurate, which should fix players getting stuck when approaching ghostships on playerboats
merge from deepsea_demos_fixes