137,165 Commits over 4,352 Days - 1.31cph!
Modified MidiJack plugin to only ever open one MIDI device at a time, possibly works around new win 11 midi driver issues
Fixed large planter not deployable on boats
▋ ▍▍▋▉▉▇▋▆▉ ▊▆█▋ █▄ ▅▇▅▅▅ ▉▇▉▇▌▋▆▍▇ ▍▇▍▆▇▉▌▄▇ ▇▊▍▅▊▊▋▍ ▍█▊ ▌▍▄▍▌▆▊█▇▊▋ ▅▌▍▊▇ ▇▆ █▍▆▄▍▋█ ▆█▊▌▊▍▋ ▋▇█▄▇▄ ▇▅▍▇▋▋▉▉▄▅▄▇▇▊▉ █▇▋ ▍▆█▊
Override terrain texture globals with nearest deepsea island
Added simple IK solver, allow us to lean and shift the pelvis on slopes without going full crazy with LegsAnimator
Increased the speed at which we align with the ground, feels better and seems to help reduce collision damage at high speeds
- Swap SendModelState over to a dirty system. Only update if dirty instead of every tick.
- Included properly in save/load for players joining network range
SendModelState was running every player tick. This was using 54 bytes per player per tick.
The player was wastefully saving/loading this information as well (but not all of it, only some of it)
This was also expensive ms wise on the server - this will cut it back
▉▄▍▉▄▋ ▌▋▄▌ ▇█▉▉█▋▍▅▌▆▌▅▊▄██▅▄▅▆▆▋▍▍▌▄
▄▋▆▇ ▉▌█▆▍▉▉▊ ▌▄▋▅▉▉▌▌▋▌█▊▇▋▆▇▌█▌█▉▍▉▄▋▉▉
Use Vector3.Distance instead of BaseEntity.Distance as distance is a closer match to the previous behaviour for crossbreeding
fix EmissionToggle with indirect instancing
fix EmissionScaledByLight with indirect instancing
Update the rest of the codebase (where applicable) to use the shared HttpClient over their own separate instances
- analytics
- rust+
- nexus
- store
Only difference is it supplies a user agent & supports compression
Another artifical temperature safety check
Point the serverlist to the new HttpClient
Create single shared HttpClient inside WebUtil
Animation tweaks pass, added slight body lean when turning
Fixed wheel collider having some weird residual angular velocity
Raise launch site so its terrain has room to be lowered into the hole (added Tools/Terrain/Raise Terrain for this)
Added an option to SceneToPrefab which automatically lowers the heightmap inside of terrain holes to where colliders are
SceneToPrefab will save the heightmap as a separate asset that only the prefab references
manifest_size_optimizations -> server_browser_optimizations
fix_server_browser_compression -> server_browser_optimizations (2)
fix_server_browser_compression -> server_browser_optimizations
server_side_list_filters -> server_browser_optimizations
Empty servers are now excluded from the API response rather than filtered out by the client
Cannon anim update and blend fix
Fix divesites spawning under boats
Updated meshes, previous meshes were exported with Embeded media turned on and were huge in size.
apartment lights prefab updates
merge from boxes_resource_refactor
missing commit message:
"refactored box resources for better GC and consistency over network save/load"
Add command to refresh server list manually (for testing download)
Fix seed not being applied to weather preset selection/order correctly
Clean: simplify TestNoClipConsistency unit test
Tests: ran updated unit test
Swap logic check round for the cache isOn
Try/Catch instead of just rawdogging it
- Grab banned servers only when cache is set to false
- Seperate banned servers into its own class seperate from the manifest
- Wire a nice await before refreshing currently opened brwoser into the server browser page
culling mode set to animate all on salvaged axe viewmodel prefab
Fix missing compression headers from ServerList HttpClient
- allows serverlist to download in gzip as intended
Fix animals and naval scientists only fleeing or being passive
Created a small physics engine for Pool
- Uses ball and line intersection
- Cheap
- Data based structure so we can thread it/run on native
Still lots to implement. Working proof of concept
Fix path not logging to vddraw, fix animals always fleeing
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
Merge: from spectate_stay_after_dc
- Bugfix for disconnecting players staying standing with UsePlayerUpdateJobs 2
Tests: spectated disconnecting server
Bugfix: ServerOcclusionParallel(Jobs 2) - when spectator is hovering in a net group cell, use that cell's occlusion group
As the spectated player disconnected, we would stop populating the occlusion results cache, thus leaving spectator in a frozen-world state
Tests: on craggy with Jobs 2 - spectated a player that disconnected, was able to see them sleep. Did same from outside network range.
Fix animals running in circles
Fixed artifacts caused by dithered objects being rendered in front on subsurface scattering type objects
▊ ▊▅▋ ▋▆▍ ▄▌██▍▄▌ ▉▍▍▌▍▌▊▌▉▊▍▉