124,062 Commits over 4,171 Days - 1.24cph!
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Bugfix: ServerOcclusion - don't ignore rocks that are close to the center of a subgrid cell
Tests: regenerated and visualized in editor - seemed sensible, no gaps observed
Merge from night_lighting_fixes
Removed combined door from farm kiosk, set up separate prefab and nested. Replaced seed bag props in farm with static versions.
merge from naval_update -> deep_sea
Convars to config the wipe interval
exported chiansaw 3p deploy and attack anims that match viewmodel versions
Deep sea is saved and wipes every X hours
When wiping:
- move all players back to the main island
- kill any entities inside
- spawn the content again
Fix not being able to pick up gifted sleeping bags on tugboats/in shelters
Optim: ServerOcclusion - rewrite cache generation broadphase to use parallel jobs
- Takes broadphase from 4.8s to 0.4s
This is tiny, since narrow-phase is the longest (on my 4.7k test map total time is ~240s). I'll do narrowphase next.
Tests: generated on a custom map and visualized the occlusion grid
Bugfix(editor): LoadMapFile - check for relevant state after domain reload to allow occlusion cache rebuild
Tests: triggered a couple reloads, no NREs when generating cache
Added static respawnable versions of other planter types - varied up crop spawning. Added static version of water barrel for farm (WIP). Updated manifest file.
Spike Trap LODs Gibs and backface fix
merge main into naval_update again
subtract flashlight beam optimizations
Add 'Check.HasBuildingPrivilege' and 'Check.InBuildingPrivilegeArea'
'Check.HasBuildingPrivilege' = you can actually build, gives you a boolean yes or no.
'Check.InBuildingPrivilegeArea' = in an area, might not be able to build
Naming convention was driving me nuts with 'CanBuild()' vs 'GetBuildingPrivilege()' everywhere
Cannon work in progress, basic firing/reloading based on ballista.
New: added GamePhysics.CheckBounds that uses parallel Burst jobs
- added unit test to validate it
Tests: ran unit tests
naval_update -> scientist_boat_ai
Bugfix(editor): LoadMapFile - ensure terrain state is setup after domain reload when we generate server occlusion cache
Tests: ran generate server occlusion cache after code edits
facepunch_assert -> main
(for actual testing and answering basic questions: is it useful? What can I add?)
merge from drone_storage_slot
- should fix weird main branch commit issue from earlier merge
remove jacket as rare armor
Bug fixes, general cleanup
Assert throws exceptions
Check wont print anything - just returns state
Anchoring improvements.
Refactored to now check Anchoring not Lowered. Anchoring is when lowered AND in valid water (todo).
rebuild hackable crate loot
Clean: missed newlines
Tests: none, trivial change
New(editor): LoadMapFile - added Server Occlusion Debug section
- refactored ServerOcclusion.DebugPath to not draw anything and just gather cells traced
Allows to debug occlusion bugs without having to enter play mode
Tests: used the tool in the editor, confirmed it compiles in SERVER+CLIENT and SERVER envs
merge from drone_storage_slot
merge from meta_shift/monument_shuffle
added `drone.disableSamTargeting` convar for balance testing
Re-added DLSS crash fix after subtractive merge issue that removed it
autoturrets target non-authed playerowned drones (ignore non-controlled drones like market drones)
- gave drones proper vehicled detailed collision and AI collider for turret targetting