131,750 Commits over 4,262 Days - 1.29cph!
merge from space_station_weapon_skin
Disabled GPU instancing on RHIB materials to fix incorrect occlusion and normal maps
merge from space_station_weapon_skin
tidy up of SSS profiles. Shared profiles across 12th birthday cake and candle hat, removed mummy mask, frankenstein mask, latex balloon, old birthday cakes, ruistige egg G. We're now at 13
Merge from space_station_weapon_skin
Fix warning spam on viewmodel
Male mummy wraps full body reposed
Prevent createdeepsea from running if deepsea.enabled is false
merge from fixedupdate_cleanup
BoatAI now checks for obstacles 5x less than what it used to (reduce avoidance_update_interval). Results are still decent enough to use and will greatly reduce the amount of time we are spending on repeated obstacle searches.
TriggerForce also uses a cancellable InvokeFixedTime based on empty state
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
split JunkPileWater FixedUpdate into timed InvokeRandomized to replace nextPlayerCheck timer and UpdateMovementFixedTick on InvokeRepeatingFixedTime only when a player is nearby
Add null checks to various places in PlayerBoatSounds.
Disable nav mesh obstacle carving on LootContainers spawned in the deep sea (can be controlled with debug.disableLootNavObstaclesInDeepSea convar)
Strip all NavMeshObstacles on floating cities
Fixed deep sea not killing network limited entities when closing, leaking them after every deep sea wipe (metal detector sources)
merge from deepsea_leak_fix
removed FixedUpdate from TriggerPlayerForce in favour of cancellable FixedTime reapting invokes based on trigger contents
- we have a lot more of these with boats now
naval_update -> mountedturrets_fixes (broken everything)
Merge: from triggerparentdelayedexit_optim
- Optim: sped up noclip check via OOB broadphase + reduced tick count + added BaseEntity caching
Tests: hopped around the boat
Merge: from opt_triggerparent_timeslice
- Optim: reduced component accesses and added support for triggerparent.ontick timeslicing
Tests: jumped around the boat
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naval_update -> mountedturret_fixes
merge from deepsea_disabled_fix
Fixed deepsea.enable false not killing past saved deep sea
- Deep sea manager is now always created regardless of deepsea.enabled
- When initialized, if deepsea.enabled is false, deep sea is closed and the manager is destroyed right after
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
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removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
Merge from naval_update, revert oilrig scientists
Merge from revert_oildrig_scientists
Convared the distance within players wake up boat scientist AI
merge from spacestation_storepages
merge from spacestation_storepages - added media for building skin and added correct icon to sitem
Use old scientists on both oilrigs
ai.npc_spawn_on_deep_sea_islands default to false
Added Water Bucket Refresh Viewmodel and Worldmodel
Added Water Bucket Textures
Setup Water Bucket Materials
Setup Water Bucket Refresh Folder Structure
added in lewis's much better space station building skin cover images
space station media for store - not hooked up yet. Space station icon hooked up to sitem
Update: reorder clipping entities check to fast-exit on corpses
Tests: none, trivial change
Clean: remove duplicate IsDestroyed check
It's already checked as part of ToBaseEntity and our caching Entity
Tests: none, trivial change
Optim: TriggerParent - cache ToBaseEntity calls
Best case they cost us a hash-lookup + alive checks, worst case - hierarchy traversal. We can make do with alive checks only.
Tests: built a boat and rode it, put it in edit and reconstructed a foundation
increased culling distance of recycler
Use LOD quality setting "Object Quality" in Indirect Instancing to more closely resemble the LOD switching behavior of the old system.
Update: don't requiry parent exclusion trigger
Tests: none, trivial change