133,703 Commits over 4,262 Days - 1.31cph!
snapping_corner_nre_fix -> main
corrected mesh ID used for physics mesh bake, also kick off the async bake jobs with ScheduleBatchedJobs for sanity as we want them to start asap to reduce the chance of them still needing to finish work when they are completed in the next FixedUpdate
Fix deployable snapping corner hit NRE
Reduced ocean scale when the deep sea is about to wipe
fixed wrong physics mesh assignment and server compile errors
Mannequin and MInigunammoBackpack repose
merge from settings_fixes
Fixed outdated convar values in graphics preset, causing the preset to always show as "Custom" (shader LOD, shadow cascades)
Fixed graphics preset custom editor errors after the localisation changes
Fixed missing graphics preset in the settings menu
Twitch rivals flag reposed
separate collision mesh generation from visual, still works assigning the same mesh to both
- lets us have consistent collision between censoredsigns being enabled/disabled
Merge from naval_missions
Re packing prefab for m92 rig
experimenting with disabling Physics.autoTransformSync during the mountables VehicleFixedUpdate - would likely have some consequences, but there's too many cases to easily test
Updating m92 prefab with new rig
Also allow concrete, sandbags and stone barricade in the deep sea
Fix GetUnmountedWaterFactor NRE
CalculateRepairCost now takes into account (potentially) varying hull/non-hull block costs
Still run UpdateCelestials in headless mode (needed to set IsDay and IsNight on the server which things like solar panels use)
Add a separate wood_boat_hull building grade so we can set different resource costs for the hull pieces in the future (currently the same cost)
Point hull square and hull triangle to it.
Fix incorrect edgeFlags, rotation, and flipped border meshes
Add vertex colours toggle to editing UI
Fixed magnet crane not marked as Can Sleep (I swear I did this last week)
Early return from the DroppedItem underwater check if the attached rigidbody is sleeping (it's unlikely to change submerged state while sleeping)
Removed Vis.Entities from the artificial light and temperature calculations for growables, now queries a Grid of light and temperature sources
These paths are now completely physics free
Merge from relationship_optim
Added PersistentObjectWorkQueueListBacked, a new version of PersistentObjectWorkQueue that can be provided with a separate list to iterate over
Handy for situations where we don't want to maintain a separate list of objects to iterate over, we can now just provide a list and the work queue will iterate over it
Doesn't have Add or Remove methods as it only reads the list
Updated RelationshipUpdateQueue to iterate over player list instead of a separate, identical list
Added an experimental fast path to UpdateAcquaintancesFor that checks the server occlusion state to see if two players can see each other rather than raycasting
Much faster than a raycast, although it will still fall back to that if the server doesn't have occlusion enabled, can be disabled with BasePlayer.allowRelationshipServerOcclusion
Move UpdateContacts in RelationshipManager to a PersistentObjectWorkQueue, budgeted to 0.05ms by default (BasePlayer.relationshipUpdateQueueFrameBudgetMs)
This used to iterate over every player on the server every 1s so would scale poorly, will now gradually update relationships over time
Merge from botcollider_optim
Fixed deepsea billboards not killed as expected when the deep sea closes, caused by server restarts when the deep sea is open
merge from settings_fixes
Revert accidental change to skin viewer texture resolution, needs more testing
Update server version mismatch disconnect messages.
Minor adjustments to HLMV
* Make the minimum size bigger (1200x800, from 640x700) so all UI elements fit without resizing
* Title always contains program name
* Prevent materials being deduplicated in the material list, so all missing materials now show
Fixed a particle related crash
Fixed normal map for Shotgunner Combine Soldier player model
Added 3rd skin to Combine Soldier player model
* It's the skin for the updated combine soldier texture from Episode 2
Fixed wall slams playing wrong physics sound
* Now plays the sounds associated with the material we hit, not the sounds of the last ground entity we were on
Custom Spawnmenu position function for view models
Merge: from networkcache_stalegroup
- Bugfix for vanishing child entities (l-ike drybox on rhib)
Tests: spawned rhib, teleported far then back after pause, paused again - all parts stayed in place