130,835 Commits over 4,232 Days - 1.29cph!
Turn some DevMsg to DevWarnings
* has an invalid spotlight
* Warning, funcladder with block
* --- Host_NewGame ---
Properly prevent damage-inducing view punch from falldamage
* It is applied from server only, so causes prediction errors. Falldamage viewpunch is already applied in the game movement code anyway.
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Clean: replace ClientVar + ServerVar with ConsoleVar
Generates less commands, avoids duplication in console autocomplete
Tests: ran stats command - it worked
Update: AnalyticsV2 - allow resetting stat tracking
Tests: logged stats before and after reset
merge from Halloween_25_Update/PH
Update: AnalyticsV2 - expose stats via convars
Available via analytics.stats, analytics.tablestats and analytics.uploaderstats
Tests: enabled v2 analytics and ran above commands
Disabled some props from the GhostShip that will be in the lighting prefab instead.
Transmission on the blue plastic fish crates.
New signal light materials for red/green/white
Working scene progress.
Card table world canvas culling based on distance
disable potato terrain rendering (shader level 1), level 2 new minimum terrain quality
Run anims on place/block change
Generated new HLOD for floating city 1
building planner view model, new world model, materials, using reskinned wallpaper viewmodel
Added scene2prefab tags to casino and floating walkways to make sure they get picked up by the HLOD generator
switched HashSet to ListHashSet in BoatAI to get rid of enumerator alloc
Adding new v4 driiving anims to source
Fixed large backpack showing link to Krieg DLC in the repair bench
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removed some deeper profile markers from GJK, unnecessary overhead with little info
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Start setting up improved npc grenades
moved a BaseBoat waterlevel test down a level so unpowered boats don't check it for no reason
burst compiling GJK distance methods directly, already compatible
- not using jobs here as it would need a NativeReference alloc for no reason, we just want the go-fast button
- verified compiling with burst inspector
Added prevent movement volumes to casino garbage piles near the bar
Added prevent movement volumes to casino windows as a failsafe to prevent players from trying to get in through the windows
Steering wheel changes for always smooth wheel turning visuals and to fix a couple of bugs.
Reduced material IDs in farm kios by 3. Changed farm sign to standalone asset.
Added Player and Entity to the Network extensions as well (so the source generator chills)
Added so source generator as well
Add 4 proof of concept cameras to the cargo ship
Fixed cabinet light bleed on these.
Can now use BaseEntity and BasePlayer as arguments in RPCs.
Automatically evaulated at the other side when read
This gives us the base to use these as SyncVar types later, (gives us a route out of the OnChildAdded then checking for references loop)
Setup to have cargo ship spawn its own static cctv cameras, defined by a point + rotation + point to look at
Prevent the cameras inheriting cargos global network group
Updating horse riding anims to v4 rig
Scene2prefab on all fc variants
Simplified casino culling volume setup using custom mesh collider trigger
Merge: from voice_when_invis_fixes
- Voice chat is now heard by nearby invisible players and spectators
Tests: tested voice replication between 2 players, when invis and when spectating. invis case also tested disconnect-reconnect while invis.
Fixed floating/clipping objects in FC3 and S2P. Reverted bench seat sitting positions.
Update: allow invis players to listen to nearby voice
- invis players are now tracked in BasePlayer.invisPlayers
Tests: 2p on Craggy, 2nd player went invis, host tapped mic - replicated. 2nd player disconencted and reconnected, host tapped mic - replicated