128,940 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                LODs/COL/Prefab setup for all bridges 
Fixed collision issues in medical bay
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Some refactoring and fixes, the active entities list are now populated correctly after the server init
 
                
                
                
                
                
             
         
        
            
            
            
                
                State agnostic methods will check if we have a target or not - force the right state in both ways
Pursuit state sets right gas pedal depending on distance
Pursuit state sets the right steering setup as well
Locked to just players for now - this wont do
 
                
                
                
                
                
             
         
        
            
            
            
                
                update manifest for client testing projectiles
 
                
                
                
                
                
             
         
        
            
            
            
                
                remove generic projectiles, disable first-person visuals for entity
 
                
                
                
                
                
             
         
        
            
            
            
                
                Minor adjustments to the collision mesh for the external wood high wall, removes most of the invisible walls between posts so you can shoot between them properly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: ServerOcclusion - split work in batches and process them serially
This reduces RAM pressure and possible paging, but still generates enough work for CPU (8mil subgrid cells per batch) to keep it busy. 4.7k generation times went from 50s -> 30s. Gonna clean up and merge.
Tests: generated and visualized
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add dynamic environment volumes, move transformation/bounds math to burst.  todo: jobify?
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge ghostship_timeouts fix to naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disable timeouts on ghost ships
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make ghost ship environment volumes dynamic
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set dressing on supplies barge
 
                
                
                
                
                
             
         
        
            
            
            
                
                Regenerate ConsoleSystem.cs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Regenerate ConsoleSystem.cs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make the reticle a prefab since its used in two places now
Improve looks of the outline of the center dot (just use a slightly bigger circle behind it instead of an actual outline)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                When in dynamic mode, give the preview crosshair a pulsing animation and block changes to scaling
 
                
                
                
                
                
             
         
        
            
            
            
                
                basic blueprint fragment pickup item
always spawns on red keycard desk, next to red keycard (blue puzzle room)
 
                
                
                
                
                
                    
    
        
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                re-enable collision with dropped items after short timeout
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                added foliage displacement to the drone because I kept losing them
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge other fixes from /indirect_instancing
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge build fix from /indirect_instancing_fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Restore constant that I removed because I was an idiot.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Casino progress
Medical barge fixes 
Fixed broken collider in corrugated_sheet_1x2_c prefab
Created no-seaweed lobster trap prefab 
Slight progress on improvised walkways LODs
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated the chainsaw PORC (player override controller)
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from naval_update/deep_sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from /indirect_instancing_fixes
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix multiple issues with LOD bounds/distance calculations:
-  Never return zero-bounds for anything, try multiple things and fall back to 1 m³ as a last resort.
-  Always use bounds (and center) of LOD0 for consensus between LOD states.
-  Fix fallback renderer using transform position instead of bounds center for distance calculations.
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated 3p chainsaw anims with correct idle head position
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: ServerOcclusion - jobify a bit more + use ScheduleParallel
4.7k map generation time goes from 69s -> 52s, stopping here. I'm likely getting diminishing returns on my PC due to heavy paging (generation takes 8GB+ ram) - will break it down next.
Tests: regenerated and visualized cache
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge ghost_ship_bugfixes to naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                editing chainsaw 3p anims and created attack idle anim to possibly be implemented
 
                
                
                
                
                
             
         
        
            
            
            
                
                fix attachpoint assignment, was getting stomped when loading entities from save
 
                
                
                
                
                
             
         
        
            
            
            
                
                Static versions of various weapons and tools for supplies/weapons store. Replaced proxy world models in scene. Blue variant of tarp mats. Set dressing on supplies store.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Spike Trap SFX fixes and material properties.
 
                
                
                
                
                
             
         
        
            
            
            
                
                blueprint fragment world model setup
 
                
                
                
                
                
                    
    
        
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                Remove decals from server ghostship prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                
                
                
                
                
                
                    
    
        
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                basic and advanced blueprint world models
 
                
                
                
                
                
                    
    
        
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                Optim: ServerOcclusion - convert rest of narrowphase to Burst
- Replaced couple NativeList inside TestInsideTerrain with NativeArray to avoid 2GB limitation. Need a different solution for 7k maps
4.7k world generation time went from 130s -> 69s. Longest part is OcclusionIncludeRocks now (47s)
Tests: regenerated occlusion on 4.7k world, then visualized the grid