128,966 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Optim: ServerOcclusion - try to avoid redundant HasCustomTag calls
Only saves 1s out of 30s run, but should scale better if we increase GridOffsets in the future.
Tests: generated and visualized
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update/deep_sea
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                supermarket minor loot suffle
No build increased
s2p
 
                
                
                
                
                
             
         
        
            
            
            
                
                gas station minor loot suffle
No build increased
s2p
 
                
                
                
                
                
             
         
        
            
            
            
                
                Power plant loot location suffle
diesel spawns behind puzzles
switched no buiild to sphere
Removed radiation from rubble piles - inconsistant as some piles have it, others don't, user feedback is poor - needs to be improved before reimplemention 
s2p
 
                
                
                
                
                
                    
    
        
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                replaced the two doors in the ghost ship loot room for static doors
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from optimise_laserbeams
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                implement volumes that stencil out biome fog density in the density map
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix custom map markers not falling back to world prefab category after HierarchyUril removal
 
                
                
                
                
                
             
         
        
            
            
            
                
                Force init the translations if the dict is empty, fixes issues when loading translations in edit mode
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Switch out outer reticle parts to lines, add convar and slider to change width and length
 
                
                
                
                
                
             
         
        
            
            
            
                
                Casino progress / improved elevator shaft / still basic but already functioning
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                switch from using string path to GameObjectRef
 
                
                
                
                
                
             
         
        
            
            
            
                
                Halved the texture tiling, given the volcano size.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Attempt #2
- store two specific weather states inside the single climate prefab (deep sea calm, deep sea wipe)
- lerp between the two deep sea weather states based on the lerp float inside the DeepSeaManager entity (and network it)
- add separate ClimateParameters for the deep sea (duplicate of Temperate for now)
- read the DeepSeaWeatherState for temperature and rain (don't need to override snow since it can't snow outside the arctic)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Nerfed the initial instant damage because that's probably no fun.
Still heavy dmg over time.
 
                
                
                
                
                
             
         
        
            
            
            
                
                improvised walkway stairs 450x150 lods. 
floating city fender collision and mesh fixes.
added skeletonjail mesh for fun.
oil rig feet prefab variations.
improvised walkway security tower mesh updated, quick collision too.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Movement friction tweak in lava.
 
                
                
                
                
                
             
         
        
            
            
            
                
                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