125,462 Commits over 4,079 Days - 1.28cph!
Merged the valve mesh to oiljack_arm for animation
merge from experimental - RC
Implement removing mesh (again)
Update virtualMeshId when allocating larger section for a grid
Submit draw calls for instanced rendering in `OnPreCull()` and start the culling job at the end of `Update()`
More skeleton of texture atlas stuff
Add skeleton of `WorkshopSkinScheduler` and `TextureAtlasScheduler` that will let us use a skin draw call for all skins of a material
Various fixes
Explosives on Tugboat now work the same way as explosives on buildings. A timed explosive on a door doesn't do splash damage to the boat, and a timed explosive on the boat doesn't damage the door.
Feedback fixes for the old tv
consistent fbx mesh data name
set layer to world
added the missing collision
adjusted culling distance
added prefab variants on/off
better shadow proxy picks for static cars
Couple of non-weapon test item setups.
Increased random rotation.
Apply some slight random rotation when spawning items in take only mode.
Don't show placement ghosts in take only mode.
Basics of "take only" mode.
Ignore "Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported" log
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merge from mfm_errors, seems ok
merge from main with a ton of plastic errors?
Add global.showemojierrors for debugging
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Added useCollisionPositionInsteadOfTransform and minimumRigidbodyImpactWeight fields to PhysicsEffects component to better handle effect sfx on large entities like the tugboat
useCollisionPositionInsteadOfTransform should be enabled on large objects that could get hit from multiple angles while stationary (enabled on tugboat)
minimumRigidbodyImpactWeight allows us to prevent rigidbodies below a certain weight from triggering impact sfx, set to 5.5 on the tugboat to prevent dropped items from playing the boat impact sfx
Unsaved change from
84454
Hooked up Petur's tugboat damage FX. Disabled the Fire Lights for now until I have a way to turn them on and off properly.
Updated the UI tooltip for "occupied" sleeping bag to now include underwater as a possibility
Fixed a TugboatSounds NaN issue when scrubbing demos
Fixed projectiles getting stuck in endless loops when pausing and scrubbing demos
Fixed a PositionLerp NRe when scrubbing demos
Removed my tugboat concrete barriers, this has now been handled in a more official capacity.
Don't allow spawning from a sleeping bag if it's underwater
Convar changes:
- Tugboat.tugboat_corpse_seconds is now Tugboat.tugcorpseseconds. Default 7200 (2 hours).
- New Tugboat.tugdecayminutes replaces MotorRowboat.outsidedecayminutes and MotorRowboat.deepwaterdecayminutes for tugboat. Default 2160 (36 hours).
- New MotorRowboat.decaystartdelayminutes sets time between a boat or sub being last used and decay starting. Default 45. This was the previous default but it wasn't convar'd.
- New Tugboat.tugdecaystartdelayminutes sets same as the above but for tugboat. Default 1440 (24 hours).
Added a ring of PreventBuilding areas around the tugboat, to prevent griefing by building nearby
Enabling instancing on some cliff shaders
Fix renderers only being removed for building blocks
Make `InstancedMeshFilter` a client component so it gets culled off the server
Remove virtual prefab tracking when loading map (will clear every instanced prefab when map unloads instead)
Fix instanced world prefabs spawning under terrain
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Fixed items dropped on Tugboat sometimes causing tugboat physics stall. Dropped items now use Continuous Speculative. Removed DroppedMode covar.
When Unity detects a bad Continuous or Continuous Dynamic collision - i.e. one that looks like it will pass through an object between ticks - it stops the object immediately in place. This is the reason why modular cars must use Discrete physics collision and by extension why we need the Vehicle World physics layer to supply big chunky colliders, and the additional lastPosWasBad checks in ModularCar.Server VehicleFixedUpdate. If we used continuous, cars would occasionally come to an unexplained complete halt when driving fast on rough terrain. Continuous Speculative is a different thing entirely - more like Discrete collision, but the collider bounds extend into the space where they'll be during the next tick. At our low 16Hz tick rate, this wasn't usable for modular cars either as it turned them into something that felt like a big long surfboard at high speeds.
QA discovered a bug where Tugboat physics would sometimes glitch out and come to a stop when items were dropped on it while it was moving. This immediately reminded me of the continuous collision resolution problem above, but Tugboat was already using Continuous Speculative - chosen mainly because Continuous Speculative, being designed to handle even kinematic collisions, behaved relatively well when the Tugboat collided with the moving non-rigidbody Cargo Ship.
What I've now found is that the Continuous/Continuous Dynamic "move back to previous pos and set velocity to zero" bad-collision fix seems to apply to both members of a collision, even if one isn't on Continuous/Continuous Dynamic. Dropped items were Continuous Dynamic by default, and moving them to the Continuous Speculative layer fixes this bug. I don't expect any trouble with the change since they're relatively slow-moving.
The dropped item collision mode was on a convar. Since all options except for Continuous Speculative are likely to cause trouble of some sort on moving physics bodies, I've removed the droppedmode convar entirely.
Fixed water from a bucket being so powerful that it sinks tugboats
Fix map missing the markers list UI
Ensure CullingJob skips over hidden meshes