138,591 Commits over 4,324 Days - 1.34cph!
Hook up forward drag display to boat building UI
exported ice throne 3p idle anim and enabled 'force idle animation' tick box in chair.icethrone prefab
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fixed typo breaking active_dynamic_bodies profile analytic (dev build only)
Reapply tutorial island mesh, apply correct orientation
work on prefab for rentable shop E
Merge: from serverprofiler_disable_memstates
- Update: added extra safety try-finally
Tests: none, trivial change
Update: missed an extra try-finally in perfsnapshot_stream
Tests: none, trivial change
Revert change to tutorial island mesh in #
144520, it borked the island
Merge from tutorial_island_mesh_fix
Merge: from serverprofiler_disable_memstates
- Bugfix for running multiple capture commands without waiting for completion of initial
- Bugfix for memstats parsing exception (disabled memstats recording)
Tests: couple 128mb perfsnapshot_stream in editor
Bugfix: perfsnapshot/_stream - set exportDone to false when starting recording
- wrapped inner task logic into a try-finally to ensure exportDone latch is released
Well this is a derp up, the safety latch was in place for a year but never worked because I never engaged it. Whoops.
Tests: done perfsnapshot_stream 128mb as another one is exporting - no crash, got message
Update: ServerProfiler.Core - disable system memory tracking
- release binaries built from 25d14ef0
Its too unstable and overengineered, will rework later
Tests: perfsnapshot_stream 128mb of data - no system memory tracks in json
Merge: from tracespheres_optim
- Bugfix for exceptions when shooting
Tests: shot the ak on Craggy in editor
Bugfix: VerifyRays/Spheres - early out if passed empty command set
Fixes exceptions when shooting
Tests: shot ak on Craggy in editor
merge from fresh_water_fix
freshwater fix - readded following components to world setup prefab
- cliff topology
- procedural components
- ocean topology
Debug log forward drag and drag table as building boat
Re-apply yesterdays shelved changes, separating drag calc functionality out so it can work without a boat (wip, but maintains current functionality still)
re-enable isDynamic on shipping containers onboard cargoshiptest and trawler_D ghost ship
re-factored shipping container prefabs, placed decals
Pull DragByAngle out of PlayerBoat into separate DragByAngle
Bump drag ddraw to 30 seconds
SplashableStaticGrid is now PartialMobileStaticGrid
Added a PartialMobileStaticGrid to GrowableHeatSource so heat sources on boats (or any moving entity) work with planters
Fixed PartialMobileStaticGrid not working on entities deployed on a boat being edited and then the boat was finished, now removes and readds itself to the grid in OnParentChanging (had to add a OnParentChanging override in a bunch of places)
merge from save282 - staging wipe
Merge from item_field_fix
Disable object motion vectors on model prefabs
Apply boat aim sway if the player is mounted to an entity on a boat
ADS aim sway is now applied while mounted, might be some unintended side effects of this (although it means things mechanics like clothing accuracy bonuses are now being applied correctly)
Change find source prefab code to ignore the model source asset when setting motion vector settings
Merge from baked_mesh_optim
Reprocess the island meshes, apply a 10 degree limited dissolve on the underwater portions of the island and apply a 0.5 degree dissolve the above water portions
Doubles the size of the mesh, but brings the collisions more in line with the visuals and it's still about 75% smaller than last months version of the meshes
Moved the original FBX exports of the islands to a SourceIslandMeshes folder in the root of the project in case we need to modify these setteings in the future
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restore pixel radius based alpha feathering to hide wire aliasing
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Make effects.BubbleTrail not turn start/end pos into mins/maxs
Added Lua mesh skinning support
* Added `mesh.BoneData( index, matrixId, weight )`
* Added second argument to `Global.Mesh` - boneWeights
* Added `IMesh:DrawSkinned( matrixTable )`
Minor cleanups
Fixed DrawSkinned affecting underwater rendering
* By applying the model matrix to the Draw() call
Some more than minor cleanups of probably unused stuff
Fill remaining matrices with identity ones for DrawSkinned
* In case some silly goober doesn't give it enough or gives none
Fix handling of userdata members from tables
Fix potential crash with malformed models