139,322 Commits over 4,505 Days - 1.29cph!
World model LOD fixes - 6 prefabs drawing every LOD at once
MilitaryFlamethrower, ak47u_jungle, scrap, crankshaft1/2/3 and stone had LODGroups with null or duplicated renderer refs, so every LOD drew at once regardless of distance.
LOD0 optimisation pass on these too: 47,280 -> 22,675 tris
world models where applicable combiend into single worldmodel mesh for simplicity and optimisation, reducing highlight draws when item is dropped:
flamethrower 4 → 1, jungle AK 3 → 1, crankshafts 3 → 1 each, scrap 2 → 1
Reduced network range of watertreatment_pipe_waterproducer.prefab. Stops automated tests failing.
Ladder Tall opee and closed variants LOD0
Merge from rentableshop_improvements_aug_26
You can no longer access the open shop prompt on a rentable shop if you have stored items in it (prevents being the owner of a shop and having reclaim items at the same time)
Rentable shop vending machine stoarge is now refrigerated if the power plant is powered
Merge from crude_drain_fix
Merge from rendererlod_collapse_improvements
State change FX for all the blockers.
Fix RRP lightingpass memory leak
Merge from hlod_improvements_aug_26
Remove some old debugging code
Fix categories not working properly
do a big pass removing server field resets from vehicle pooling, all tests still pass
Merge from PlayerMaintainedMonuments/analytics
advanced lootbox (the red toolbox loot crate) now has gibs when emptied/destroyed
Disable tangent import on all collision meshes
All collision meshes were calculating and storing tangents that collision geometry never uses.
Set tangentImportMode to None, removing around 33 MB of mesh data.
Import settings only - no mesh or reference changes.
salvaged hammer refresh work
- folder cleanup
- removed old anims, models, files
- updated naming of 3p anims
- tweaked sound event timing on 3p anims
Don't override bestRot before spawning
Look for COl when skipping meshes in building block highlights/upgrade
Applied terrain footprint to rock_formation_small_d to fix terrain gaps when it spawns over terrain erosion gutters - need to do a pass over all similar 'flat' rock prefabs
Added footprint functionality into the CliffSandbox dev scene
More tweaks and improvements.
Populate tiles in customizer with options defined in character manifest.
Fix two extra races being added for no reason
Apply TerrainFootprint's terrain changes in the PlaceCliffs procedural pipeline after all other component steps before spawn
Fix deployables that are inside multiple rooms not working
- assign them to their own network groups similar to walls that share multiple rooms and subscribe appropriately
fixed small shark .worldmodel weird setup
removed switch on sound event for viewmodel deploy
TerrainAnchorRingGenerator can now also generate a TerrainFootprint for the cliff to outline TerrainAnchor's and mark a perimeter where terrain should raise up to - this eliminates cases where the terrain erosion step creates gutters that rock formations spawn over, leaving a gap under the rock
Normalise 257 collision mesh filenames from _col to _COL
Case-only rename for consistency with the other 2,557. GUIDs preserved, no path references, FBX contents untouched - no functional impact.
FBX contents and internal mesh names untouched.
CliffSandbox scene can now get the `.map` file from the server's `levelurl`
Always show rooms that are within ~30m of the player
- prevents us from having to blast the client with a ton of entities right when they open the door, allows us to stream them at a sane rate
merge from wtp_maintainables_rework
Merge: from mt_snapshot_savings
- Bugfixes for a couple unsafe Save codepaths in Jobs 4 mode
- Added debug utility in InvokeHandler to track down a thread race in Jobs 4
Tests: unit tests + gameplay on craggy
Bugfix: make Underwear.ValidateForPlayer MT friendly on server
Fixes BasePlayer saving throwing unity exceptions
Tests: changed underwear with Jobs 4
Simple list of doors with transparency for testing
System to generate alpha'd player icons - allows us to setup desired shots with specific lighting setups
Manifest system based off Underwear manifest which allows us to link races/body types/hair to icons as well as things like steam items or specific seeds
Add ddraw for network groups for rooms
Bugfix: make FishMount.Save mt friendly - cache fish container index
Tests: placed a fish in a trophy display with Jobs 4
Added honey bandage to medical crates and waterwell vendor
exported latest vm glass ar admire animation
Update: wrap InvokeHandler internals in DebugMTLock
Tests: booted on craggy and ran around with EnableDebugMTLock
Update: add single-thread reentrant support to DebugMTLock to avoid deadlocks
- added unit tests
Because of course InvokeHandler is non-trivially recursive
Tests: uni tests