254,761 Commits over 3,990 Days - 2.66cph!
coarse query grid split into upper and lower slices, avoiding tunnels flooding the map
- trigger bounds that cross theshold are represented in both
- only queries that cross theshold query both grids
- using initial caves network visibility threshold to separate as eliminating tunnels from the main above-ground usage is the main goal here and this works well for that
- increased cell size again, more granularity isn't needed now
More work on jungle ziggurat monument
Snip dodgy GetHashCode override, make sure inventory slots are rebuilt when contents change
Stop gluon fx, gauss chargeup on disabled not destroy
revert_sprinkler_amount -> main
Show progress (#/#) when downloading files in loading screen
GraphCompiler no longer throws error when multiple NodeErrors occur on the same node in Shadergraph
Replace GraphCompiler.NodeStack with GraphCompiler.InputStack to prevent Circular Reference detection when a node is being re-referenced through a different input.
fix server build (IndirectUtil)
fix server build (FastDebugDraw)
hopper, beehive 4k textures and materials
use world size for coarse grid sizes rather than arbitrary upper limit, reduced cell size for more precision
updated chicken coop deploy prefab
ghost_sprinklers_fix -> main
Removed explosive damage recursion causing an infinite loop
chicken coop LODs
coop hatch custom mesh collider
Tie sprinkler on/off state to consumption amount
Merge from fast_debug_draw
Fix for right forearm issue on eating pie animation
Fixed single plant pot pickup and repair pointing to large planter
merge from flameturret_optimisation
Fixed FlameJet.LateUpdate being called on idle flame turrets (saves ~0.45ms per frame for 60 idle turrets)
Use PlayerData.All when spawning players on StartGame, some may be connected but not yet active
beehive LODs, gibs, guidemesh
Buildfix: if-def out editor only variable
Tests: build standalone server locally
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siegeweapons_terrain_proxy_fix -> main
Shut down properly before reconnecting - ensure we've destroyed the scene etc
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Added TerrainCollisionProxy to:
- Siege Tower
- Battering Ram
- Cataput
- Ballista
Should stop them floating at terrain holes
Update: adding missing comment about layerMask in batched CheckCapsule
Tests: none, trivial change
Fixed natural beehive not being hittable
added ceramic_tiles_a material
https://files.facepunch.com/jason/1b1811b1/sbox-dev_Cy2XX8JZ3Z.png
Fix pooling error on Natural Hives
Restore old egress behaviour whilst fixing the issues causing the NRE
Bugfix: found another invalid scatter
Tests: none, will come next
merge from crafting_update
Merge from cinematic_lod_convars
merge from /cooking_workbench_fixes
Bugfix: Fixing incorrect scatter logic in batched GetIgnore
Really need to cover this path with tests
Tests: none, will come next