133,016 Commits over 4,293 Days - 1.29cph!
boatai_targeting_bugs -> main
Fix various Boat AI Targeting bugs including:
- Boats not properly capturing targets whilst on boats/other things
- Boats not properly releasing targets whilst sleeping/no players nearby
- Boats not engaging with targets in certain circumstances
- Not releasing a target if that target went to the deepsea whilst being targetting in the main world
Texture tweaks, wrench markings, flipped one of the wrenches for proper UV orientation
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Paintable Reactive Target - Split materials, updated textures, updated models, added wind shader support, added translucency
fix handmade shell not having subtype for ammo indicators
Tests: add ItemContainer.TestOnCycle test
Tests: ran unit tests
Fixed an oversize gib in explosives box
Paintball overalls - Models/prefabs/materials/world models
Added support for 2 toggleable decal layers on the standard shader as shader features, meaning we no longer need the StandardWithDecal and StandardWithTwoDecal shaders
3p wallpaper anims edited
Optimize npc door opening logic, could save up to 0.1ms in best case.
Also fixes bugs where doors wouldn't open, or too late.
S2P both oil rigs
Codegen
merge from naval_update
keep source on the oilrig scenes
Made various auth commands work with boats / steering wheel such as ent auth, authcount, teleport2autheditem
Fixed various inconsistencies, all of them should now work with all types of auth as youd expect
Fixed entcount only working with steamid and not names
Codegen
material iteration, bespoke gloss for soft side mud wall look based off plaster_c
Merge: from useplayertasks_removegroupoccludee_nre
- Optim: rewrote how we manage occlusion groups to reduce their overall number and added pooling
- Bugfix: UsePlayerUpdateJobs 2 - no longer send extra snapshots when players move across network grid
Tests: 2p on Craggy - tested all occlusion interactions(fly away-back, hide behind terrain, use helicopter). Tested moving across grid with disconnecting 2nd player and killing them, validated occlusion groups. Monitored pooling via print_memory ListHashSet
Bugfix: when player disconnects, ensure we destroy relevant occlusion groups
- destroy local group if no local participants present
- remove destroyed participant from other occlusion group member's groups
Tests: 2p on Craggy in different cells - get 2nd player to disconnect, then kill sleepers. 1st player walks into the cell - no more NREs. Ran usual occlusion checks (fly away and back, hide behind terrain)
Update navigation obstacles (s2p) in launch site
Update navigation obstacles (s2p) in floating cities 1 to 4
autoturret_improvements -> main
created/applied 3pceiling paper deploy/idle animations to holdtype override controller
autoturret_improvements -> main
Fixed turrets idle tick freezing turrets vec aim dir to be (0,1,0) until the first target or player appeared nearby
Update navigation obstacles (s2p) in missile silo
Update navigation obstacles (s2p) in outpost
Update navigation obstacles (s2p) in water treatment plant
Update navigation obstacles (s2p) in trainyard
Update navigation obstacles (s2p) in excavator
Update navigation obstacles (s2p) in arctic base
Update navigation obstacles (s2p) in airfield
Update navigation obstacles (s2p) in military tunnels
crypt building skin atlas textures and material setup
Component box tools LOD3 tweaks
Run AutoTurret tests at 10k units out of origin so the new idle tick will break in testing.
main -> autoturret_improvements
Blacklisted deep sea rhib and PT boat from auto turret tests
Move most of buoyancy writeback into burst, add burst batch access for flow direction.
Merge from replace_nav_modifiers_with volume, saves around 0.3ms per tick on large procgen, needs to commit monuments one by one for it to fully take effect
Remove ViewmodelCameraAnimationSync component from deploy state on wallpaper viewmodel animator to remove warning about unable to find state
Wallpaper third person animator only plays unroll animation on surface type change, not skin changes
Merge from client_performance_session_fix
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Animator adjustments for binoculars
Binocular animation polish pass
Convar changed during tests are automatically restored to their past value once the test is done