108,345 Commits over 3,867 Days - 1.17cph!
Fix some vendors in bandit and fishing villages not working
Added .editorconfig file or standardised Rust code formatting
Fixed spraycan wallpaper reskin missing condition
We now check for exposed wallpaper when running the decay tick
Adjusted the inside check rays
Fixed low wall wallpaper socket pos
Disable the network type on the EnvironmentVolumes in the train stations (stations are higher than tunnels, we only want the tunnels to contribute to the network threshold)
Only do the dismount check from
104439 on the initial parenting so that e.g. a modular car can drive through a narrow passage without dismounting people on the flatbed
Don't parent players to parent triggers in situations where there is an associated mountable and the mountable has no valid dismount positions for the player from their current position
Added female version of shirt with updated rig
Added shirt model with updated rig
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Merge from enable_monument_scenes -> main
Merge from enable_monument_scenes -> main
Enable monument scenes by default
- switch `monument_scenes` convar -> `monument_scenes_enabled` so saved convar will default to true
- tweak blend start distance
- renormalize interped normals
- add back river normal tangentToWorld xform
- small cleanup
Second pass of metrics on jungle ziggurat. Started blocking in materials of interior shell.
Fix wolves looking at random players (wolves are pooled on client, so we need to reset their lookat target)
Fix wolves fleeing permanently when player swings the torch, they should only retreat temporarily
Fix torches not being considered off after switching weapon
Make wolves circle fires instead of circling players near fire, helps prevent wolves walking into fire
Make wolves smell food and corpses around them, not requiring direct LoS to find it
Simplify hearing and give it its own convar separate from the sense convar for easier filtering when debugging
Add vislogs for food and fire
Update: StorageContainer now pools ItemContainer
- had to introduce a member variable to avoid funky pool API usage because oif property
- also had to relax empty container assert, as there already are cases that don't clean up their inventory on kill
Tests: on Craggy killed all entities via console, saw the pool container stats go down to 0
merge from dpv_collision_fixes
Run dismount logic for mountables in DoServerDestroy
Early "floor wallpaper" tests, deployable on floors and foundations
Added parquet, tiles 1 and 2 placeholder skins
Optimize wolf fire detection, fix campfires making the wolf toggle between states very fast
Update: ItemContainer supports IPooled
- Minor fix - avoid double returning container UID
- replace a static-readonly with a const
Right now there's only 1 place that pools ItemContainers(reclaim manager), so impact of this is low.
Tests: in softcore killed self and looted reclaim backpack.
Tests:
-Metal Shield World Model and LODs
-Texture tweaks
split dpv dismount points into set of preferred lower positions that maintain a similar eye-level as when mounted and a higher level that is accessible from dismounting in shallow water
shuffled mountable/vehicle editor code around to get mount preview mannequins on mountables as well
rebuilt bone-arrays for server-side ragdolls to include DPV mount pose
Fixed missed wallpaper conditional models
Moving rig and settings from proxy model to final model
Optim: avoid copying items on container clear
- Also consolidated it into one function.
Did an overview of existing code, didn't spot cases where we can try to modify the container as we're clearing it.
Tests: killed a bunch of animals, loaded up a wooden storage box then killed it
Added extra collider to properly cover head/eyes position
Applied the new conditional models to all grades and skins
Optimized and tightened the outside checks
Working damages and spraycan reskins
More settings tweaks
Proxy model skeleton hierarchy fixes
Hammer pickup working on both sides, correct skin ID applied to each side, code cleanup
Update: Adding a couple tail recursion perf tests
- also comes with a vailidity unit test
Going to be used to do a write up for the weekly perf blog post
Tests: Ran these perf tests in editor and player, got kind-of expected results.
Merge SpawnMargins -> world_update_2. Compound and Launch Site S2P to merge in my changes.
Draw vislog spheres as circles to reduce clutter
Add parameter to drive vislog time between saves to disk, have NPCs log their position and state