111,707 Commits over 3,928 Days - 1.18cph!
- 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
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Radtown puts down monument topology
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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.
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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.
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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).
merge from physics_horses
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Put counter text changes on the correct branch
Clean: forgot to save an extra comment
Tests: none, trivial change
Update: replacing cell budget with a time-per-player budget
- Setting this budget to 10micros initially
This budget doesn't evaluate every cell, but rather groupings of cells. I'll re-evaluate this once I get to testing big procedural worlds.
Tests: Confirmed entire Craggy grid gets streamed to the player
Update: added a runtime switch to disable tree batch streaming
- Enabled by default
Tests: booted with it being both turned on and off
Merge: from main
Tests: none
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups
S2P and HLOD generation
Fixed some placeholder stuff for gesture slots that are empty
Fixed radial menu defaulting to the text of the last opened radial menu if opening a new menu that has no enabled options (bug is extremely old, very obvious when switching between gesture wheels)
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