branchrust_reboot/main/base_occlusioncancel
25 Commits over 0 Days - Infinitycph!
merge from main -> base_occlusion
Refactor and cleanup of code
Make sure we only send entiites when a door opens immediately based on a convar, so we can do normal slower snapshot queue when doors are opened and we send entiites and let the "closer than 30m send everything" prevent pop-in
Fix deployables that are inside multiple rooms not working
- assign them to their own network groups similar to walls that share multiple rooms and subscribe appropriately
Always show rooms that are within ~30m of the player
- prevents us from having to blast the client with a ton of entities right when they open the door, allows us to stream them at a sane rate
Simple list of doors with transparency for testing
Add ddraw for network groups for rooms
Reduce amount of network groups for rooms
Send network updates of room behind the door before the door's network update is sent
Fix lingering occlusion (wait 5s before hiding on client) not always working
merge from main -> base_occlusion
Don't hide rooms until they have been invisible for 5s+ (prevents room going invisible as the door is in it's closing animation + reduces churn from rooms being deleted and networked over and over
merge from main -> base_occlusion
Tests to confirm the interior walls are fixed
Fixes to make edge case of interior walls not be hidden
Add command to export a building into a format that tests can use (so we aren't spawning the giant base every single time)
merge from main -> base_occlusion
Network group implementation
After grab all the changes to building blocks to define faces, edges, etc
Grab reserialized building block prefabs first
Cherrypick the semi-converted version of full base heating from previous hackweeks
- full base heating was supposed to be the prototype of serversided base culling but we doing it in reverse now