108,224 Commits over 3,867 Days - 1.17cph!
update to mil tunnel rocks prefab, some terrain tweaks to go along
▆▋▉▊▇ ▅▅▆▉ ▉▄▋█▅▍▆▇▋▄▋_▍▄▍▅▇ - ▇▆▆▍▄▇▉▅▍ ▍▉▌▉▉ ▊▄▉▄▅▋▄ ▋▅▇▌▌
▊█▌ ▇▌▇ ▋▋█▅▇▍▋▊ ▆▊▌▄▄█ ▋▌▋ ▌▆ ▋█▊ ▊▆▍▆ ▋▍▊█▄▌ █▄▇▆▉▄▆ ▅▇▅▆▋▋▋▉▄▋
Some folder restructuring now that we have actual assets
Merge from main (stomp PlayerAnimation, will need to redo changes)
Proof of concept for using AsyncGPUReadback to get the mesh data from the GPU even if it's been marked as non r/w
Only grabs vertices for now
Adjusted RendererBatch inspector to more accurately recommend fixes (eg. LOD0 and LOD1 are incompatible but LOD2 is batchable, now shows all issues and a buton mark the mesh as r/w)
Updated the scene wide fixers to mark a mesh as r/w if at least one mesh in a LOD hierarchy is compatible with batching
Reran the automated updater, gixed a further 62 items
This brings the batches in radtown to around 2300, a saving of around 700
Greatly buffed rad amount from sprinklers by over 70%
This makes it high enough to lightly affect full kits
Buffed the amount of rads given by splashes of radioactive water by 40%
Prevent Bunker Entrances being valid targets for heli crash
Fix taking radiation damage from certain combinations of clothes despite having 10 radiation protection
- round radiation on server to nearest whole number
Added a warning to the RendererBatch component if a mesh has been assigned that is not compatible with renderer batching
Checks for submeshes, vert counts and r/w status
Added a tool in "Tools/Optimize/Find RendererBatch not marked read write/Fix" that will enable r/w on any models in the scene that are otherwise compatible with batching
Ran this on radtown, picked up 177 objects
S2P radtown
Fix crafting queue getting stuck at 0 seconds and wrong item when reordering crafting queue and cancelling items
Fix water jug & bucket dumping water if you leave water while holding right click to fill them
█▇▆▋▌ ▆▌▆▊ ▋█▋█▉▉▆▌▌▅█_▊▆▉▄▆
- Add a boolean to monuments allowing manual control of if heli should crash there or not
- Ensure patrol heli respects the filter
merge from stables_npc_fix
Fix NRE happening on TravellingVendor::IgnorePlayer
Wrap spawn logs in UNITY_EDITOR checks
Merge from fix_computer_station_enter -> main
Stop Travelling Vendor from spawning on top of stuff inside the Radtown:
- Simplified Travelling Vendor spawning
- Profiling for spawn attempts
- Topology alongside better physics checks
- Refactor
Fix having to click on the input field after each camera you enter in computer station
Added rock_formation_huge_e
▄▄▊▍▋ ▉▋▅▇▅▆▊ ▄▅▍▄▆▋▋█ ▆▋ ▉ ▋█▆▇▆▄ ▋▌▇▄ ▋▉ ▇.██ ▄▆▊▊ █▉█▍▊█▉▆ ▄▊▍ ▄.▍▆ ▉▍█▉ ▅█▄ ▊▆▌▊▇▊▊▉ - ▌▊█▋▊▇▍ ▆█▉▍▋▌▋▆ █▍▌▆ ▋▉▍▉▄▅▉▌ ▆▉ ▇▇▋▌▊▅ ▍█▇▆▍ ▉▊▄ ▍▆▋▆
▌▄▇▊▉ █▌▍▌▅ █▉▄█▊▊▅ ▅▅▌▅ ▉▆▍▊▉▆▆▍▍▉▋ █▇▄▆▆▊ ▌▆▄▊▆▋▄▋▅▉▍ ▍▍▌▅▌▄ ▆▋█▍▍▆▊
Radtown puts down monument topology
▉▅▉▆▇ ▌█▊▄ ▄▍▇▍▊▌▅▄▌▊▆_▌▄▍▊▅▆▋▇▆_▇▋▉
▍▌▌▄▍▄ ▍▅▍▊ ▆▉▆▄▅▉ (▊▆▉▌▋▌▌▇▄▊ ▌▋▍▉▇▇█▊▅▅▅_▋▇▍▊▉_▅▄▇ █▇▇▅▊▉▌▄▆)
█▉▅▌█▅▉▊ ▋▆▉▋▊▉ (█▌▅▊▉█▉▉▊▍▍_▍▄▅▋▋_▄▄▄ ▉▋▅▇▄ ▅█▌▆▊▍▋▉)
Update: Whole tree streaming logic is time budgetted
- Right now has a budget of 1ms, controlled by UpdateBudgetMS convar
- Streaming preference is given to players who have more cells left to stream
This change protects us from having too many players in the streaming queue eating up all the frame budget.
Tests: On craggy confirmed that streaming still completes
Changes to rope segments of catapult. Added transmission to parts that needed it.
▇▌▍▉▋▌ ▌▊▄▄▅▅██▆▅▊ ▌█▅ ▋▄▊▌▇ ▅▌█▄▍▌
Early tests at getting siege weapons hitchable by horses and cars
Tweaked catapult colliders, added repel and hurt triggers
Update: consolidate tree manager cell streaming
- Hidden behind the Network level 2 logging
Right now we don't fit the 10micros budget(~60micros), so we end up sending 1 cell per player - going to add a frame budget with player sorting to avoid hogging the server
Tests: On 4.5k procgen map tracked first and second player connecting, was able to observe cost of jit
- Further cloud experimenting/prototyping
- Set up proper render order for output texture (mesh in front of sky dome/sun/moon/stars)
- Set up shader to render clouds into reflection probe
- Better partial update pattern
Minor bounce shift to fix stray spec.
▌▇▉▌▌ ▊▍▊▇ ▍▌▍▇_▄▌██▆▌▊_▌▊▍▆▆▍▍▌▍▆
▆██ ▆█▄▊, ▅▍▌ ▊▉▆ █▋▉▅▇▋ ██▍█▅▍▄▇ ▍▅▋▉▌ ▉▌▍▋▊▍▌▌▄▊ ▌██▆█
Gave the regular flashlight VM the full volumetric treatment because it worked well on the attachment.
Clean: Removing a couple TODOs
- Not doing vehicle specific streaming logic as 4.5k world grid gets streamed in less than a second
- removing old TODO since my change implements it
Tests: none, trivial change
Added setlocalplayervisible client admin command
Update: Budget every tree-cell send
On Procgen 4.5k map from a save sending one cell can take 0.25ms - this change should smooth out the cost further.
Tests: Booted on craggy, confirmed that player recieved all cells.
Bugfix: Don't send newly spawned trees to player if they land in a batch yet to be sent to them
- Added a profiling scope so we can track if it's taking too much time(it's a TxP complexity algo, but P tends to 0 very quickly, so we should be able to afford this)
Tests: Tested on 4.5k procgen world and connected from a separate client and chopped a bunch of trees saw no duplicates. That said, it's very difficult to proc this (<1s window).