160,437 Commits over 4,566 Days - 1.46cph!
Bugfix: another batch of fixes after review of Item.UseItem usages
Tests: none, trivial changes
Apples now sway on trees.
Moved apple locations on oak_d to the end of the branch.
Increased apple LOD distance.
▊▅ ▌▉▋▉▌▄▇▄▅ ▍▋▇ ▍▍▌▌▇ ▌▆▊ ▇▉▊▋▆▋▍▌▅ ▋▉▋▇▊▍ ▊▆▉ █▄▅ ▌▋▇▍▌▊ ▄▊▌▉▅▍▍▋▆▍
Merge from render_pipeline_testing
merge from 3p_head_wobble_fixes
Merge from per_lights_spec_toggle
Add a placeholder renovation device deployable
merge from scrap_king_buildingskin_dlc
Greatly improve the movement and avoidance code of the scientist boat ai
- Sientist boats steer smoothly instead of weaving side to side, and reliably get themselves unstuck
- Context steering uses 16 directions and steers between them instead of snapping to the nearest 45°, which caused a sawtooth style effect (even though we were lerping)
- Fixed the stuck reverse never triggering above 32fps, (it measured speed from position change between AI ticks which was 0 most frames)
- Boats back off and swing round when stalled, aground or too close to make a turn, and follow an obstacle round when they stop closing on a blocked target
- Fixed patrolling boats circling off the shore forever when their orbit point lands on land
Added specular toggling for the core lighting path and Forward+
Throttle friends list rebuilds from status changes to once every 2s while the friends menu is open, instead of every 0.2s
Bugfix: variety of use-after-free fixes related to Item.UseItem
Tests: threw boomerangs
RenovationDevice entity + socket initial code
edited 3p jog anims exported
Discord presence changes no longer rebuild the list while the friends menu is closed
Added a way to disable specular for specific lights using the new light property buffers (currently doesn't work with the core lighting path)
merge from ladderhatch_close_fix
Fixed being unable to close open ladder hatches from certain angles
Fixed CUI blur stacking sorting issues
Prefabbed up lighthouse lamp damage states, implemented states into repairable prefab. Refactored original lighthouse prefab due to unused MaterialIDs.
undo all camera director keys in one go, fix NaN time when two camera keys overlap, fix gizmos having an offset.
Fix undo accidentally restoring sandbox tracks
small games wooden table;
- game model
- bake textures
- material updated
- localization updated
Fixed Crate_normal_2 not spawning 2 blueprint fragments
Swap livestock vendor rewards from blueprint fragments to blueprint pages
Shears name and description
2 Blades to craft
WBLVL1
Default BP
WIP
Increase terrain cell LOD count
Handle off-centre ring holes
Add debug colour option
Switch the full server export for base occlusion export JSON -> protobuf
- although it was zipped it was taking 30s to deserialize, yikes
- still supports JSON exports for the smaller pastes
Fixed servers stalling for up to ~200ms when a player crafts a workshop skinned item for the first time after a restart or steam definitions update
- The steam item definitions warmup now runs on the server too, it was client only so dedicated servers always read them cold
- Also warms WorkshopId, (HasWorkshopSkin reads it for every owned item and each cold read is a native Steamworks call)
- Moved SteamItemDefinitionWarmup out of the Client folder
7.81ms -> 0.07ms on first call
Fixed repair bench reskins freezing the server for ~0.7s after a steam item definitions update
- Reskinning a redirect back to default or to a workshop skin went through skins2, scanning every steam definition
- Now a direct definition lookup, 1275ms -> 0.66ms in editor. Was happening ~95 times a day across official servers
Fix streams in waterguns not being colored for radwater
- Ensure boats spawn on the edge then travel inwards
- Code cleanup
Prototype Workbench Upgrade now has a 25% chance of success instead of fail
Previously would consume 2.67 blueprints on average
Now consumes 4 on average
Added a sound for failing the prototype
Fix terrain quality not reducing lod extents to the minimum
Fix cows not following smoothly and being very slow and annoying to lead
Fix renderer key allocating a materials array on every batch group lookup, now uses a pooled list
Saves ~620 KB when loading in a big base in editor
Also fixed a small logic error in RendererKey.Equals
▉ ▍▊▌▊▆ ▍▇▌▉▇▄▆ █▊▌▌▅ █▄▅▋ ▋█ ▌▇▍▄ ▍▆▋▊ ▌▄▆ ▊▌▊█▇ █▌▊▄ ▇▉█▋▌▍ ▊▋▇▅▅▌▅▅ ▍▆▇ ▌█▉▌▋▆▆
Use own custom convar for egress
Remove screenspace terrain hole texture (replaced by RRP stencil testing)