branchrust_reboot/main/naval_updatecancel
1,580 Commits over 337 Days - 0.20cph!
Fix scientists fsms being added to client budget queue in editor
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
Re-enable scientists on deep sea islands
Make sleeping component server only
reduced packed blend mask resolution.
Hook new scientists to AIzones so that they go to sleep when no player is around
Readd new scientists to oilrigs
Don't do any processing for UpdateReputations if the player's reputation state hasn't changed
Readd nextPlayerCheck to JunkpileWater, we don't need to be running this check every frame on every junkpile
Adjust TOD headless check to work via compiler defines, it seems liike cameras are still present on the server (although not doing anything) so it thought it was running on the client
Should save 0.1ms a frame
Marked FishSwarm as client only, was profiling as 0ms but it was still running a coroutine so might as well nuke it on the server
Show an error toast when trying to deploy & edit a boat that has been recently damaged.
Remove SimpleFloatingEntity and associated prefabs, they were never used
ScientistBoatOilrigManager: Fix collection was modified error.
handle height comparison on all bake shore vector data when applying, only 1 of the 4 data arrays was doing it correctly
Allow wooden barricades in the deep sea
Boat building UI toggles its canvas when not visible
Fixed oil rig world space canvas never being culled (has been stomped at some point)
S2P both oil rigs
Merge from finished_boat_hammer.
Added PlayerBoat.HammerRepairEnabled convar, gates repairing finished boats with the hammer.
Boat's max health gets set to max health of combined block maxhealths, not just the combined health.
Magnet crane can now sleep
Seems to take a couple of tries to actually settle once a player dismounts
Had to add some box colliders to replace the wheels otherwise the crane would sink into the ground once the wheels were disabled
The one magnet crane on the map was taking 0.28ms each fixed update even when not in use and was the slowest part of the fixed update, now takes 0.06ms once sleeping
Merge from farm_plant_respawn_fix
Fix bags dropped when new scientist corpse despawns having blank name instead of "scientist"
Replace getComponent by TryGetComponent to avoid alloc in editor and be a bit faster
Fix killing new scientists not updating num scientists killed statistic, and same for new animals
Fix new scientists having visible healthbar unlike old ones
Codegen (ResetStaticFields stuff)
merge from deepsea_physicsbounds
Fix odd cannonball loaded position, move it to the back of the barrel.
Stop reload sounds when dismounting the cannon, fix cannon barrel impact sounds.
merge from deepsea_portalloading_fix
RHIB and PT boat loot pass 3
PT Boat and RHIB loot pass 2
Fixed pt boat/rhib sometimes spawning without things in their crate
invalidating cached BaseEntity for TriggerParent OnTransformParentChanged - fixes boats not parenting you again after editing them
Stolen scientist boats from the oilrig event will no longer be killed later (when oilrig resets)
Show toast for only being able to place cannons on player boats, Fix reload animation error spam on cannons from invalid playables.
Cherry pick fix for low fps cannon reloads on other players
Only allow regular 5.56 ammo to be used to reload the boat 50 cals
Extra MoutedWeapon profiling
Added log to help debugging the deepsea portal teleport position issue
Prevent createdeepsea from running if deepsea.enabled is false
merge from fixedupdate_cleanup
BoatAI now checks for obstacles 5x less than what it used to (reduce avoidance_update_interval). Results are still decent enough to use and will greatly reduce the amount of time we are spending on repeated obstacle searches.
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
Add null checks to various places in PlayerBoatSounds.
Disable nav mesh obstacle carving on LootContainers spawned in the deep sea (can be controlled with debug.disableLootNavObstaclesInDeepSea convar)
Strip all NavMeshObstacles on floating cities
merge from deepsea_leak_fix
Merge: from triggerparentdelayedexit_optim
- Optim: sped up noclip check via OOB broadphase + reduced tick count + added BaseEntity caching
Tests: hopped around the boat
merge from deepsea_disabled_fix
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)