132,757 Commits over 4,293 Days - 1.29cph!
Added a UV channel selector drop down for the detail normal map on the StandardWithDecal shader. Also renamed Decal Bump Map Scale to Decal Bump Map Intensity
gesture animation updates and blowpipe adjustments
Remove unused client-only audio syncvar incase it's messing with the syncvars (steering wheel visual issue)
Added inflated normal bias based on normal recontruction from depth
Added a cached list of dynamic objects in range of the sprinkler, only check line of sight if they move 1m away from their last position
Will remove any cost for splashing dynamic, non-moving objects (sleepers, dud explosives, idle players, etc)
Possible refactor of how we handle finding Splashable entities for the sprinkler
Uses a new SplashableStaticGrid that supports updating grid positions of deployables that are parented to moving objects (like boats)
Use a new trigger attached to the sprinkler for dynamic entities (players, explosives, bees, etc), this actually results in much more responsive behaviour
This removes the expensive Vis.Entities but has unfortunately introduced a raycast on the dynamic entites for every splash, still needs some thought
Fixed small ramp colliders not on wood layer
Increased resolution of auto generated collider mesh to fix some hioles that should be shootable
merge from fix_foundation_clipping_rocks -> main
Fix bunch of compile errors from antihack "is inside rock" being ran on the client now
- made the relevant antihack convars replicated
merge from clearinventory_clothingchanged_fix
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Emission texture & mat for the deep sea buoy.
Reworked static ocean buoy so that it doesn't use a shadowed point light with no shadow LOD.
merge from custom_icon_pooling_fix
Fixed a pooling bug with custom item icons
Re-apply SocketMod_TerrainCheck changes manually after merge from main
Add ConVar `terraincheck_canplaceinsiderocks` to toggle if foundation corners count as valid when clipping inside rocks (default true)
Optim: reduce branching in BaseEntity.HasEntityInParents
Saves a tiny amount (60micros for 600 checks), but the change is relatively trivial and is used in a bunch of places
Tests: spawned 100 boats with 3 sleepers
Fixed slightly floating crate on docks
Fixed z-flickering under casino stairs
Another attempt at fixing disco ball flashing
Scene2prefab
merge from main -> fix_foundation_clipping_rocks
Add god rock & anvil rock on the separate island on craggy for testing purposes
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travelling_vendor_spawn_prechecks -> main
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with
Hooked up missing canvas materials
Optim: TriggreParent.TickMode 1 - batch swimming checks
100 boats now take 1.6ms max (down from previous 2.1ms, -24%) vs 3.1ms (-49%) of TickMode 0.
Tests: built a boat, sank it by shooting, got unparented
Merge from main.
Bump displayingBoxStorage to 222 to fix protobuf conflict.
sign_painting_ui_escape -> main
Corpse setup for explosives component box. Updated bounds, collision + tested both scrap and explosives. Updated manifest.
Pressing escape will now save and close the sign painting dialogue (it only saved before)
autoturret_improvements -> main
Fixed offline tick (turret pointing up) being overriden on the client by the idle tick
Ensure loaded turrets respect their client orientation properly
Update: expose StableObjectCache internal T[]
- had to introduce approx equals to WaterInfo as unit tests were failing (why now?)
- consolidated common logic to fix missing shoreline check in batched version (we need unit tests as part of builds)
Need it to simplify code around water factor batching
Tests: unit tests
fixed a floating junkpile in excavator_yaw prefab
excavator S2P
Corpse setup for scrap component box
main -> autoturret_improvements
Some deep sea cleanup and pool leak fixes