125,308 Commits over 4,171 Days - 1.25cph!
New: AreInsideMesh - burst versions of IsInsideMesh
- added unit tests
Tests: ran unit tests
Add preliminary support for layers to indirect instancing
Fixed brightness flickering on indirect instancing objects when moving camera (inefficient variant)
Environment volumes in food and farm barges. Dock light LODs and decal fixes.
Reapply military tunnel radiation changes from `military_tunnels_radiation_consistency` without merging the whole of naval_update
Static prop version of sunflower with wind, and swapped out proxy WM versions. Updated manifest with missed planter variant.
gifted_bag_tugboat_pickup -> main
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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