134,922 Commits over 4,293 Days - 1.31cph!
Update: merge old OcclusionGroup code and put it behind DisableNewOcclusionGroups switch
- make DisableNewOcclusionGroups true by default, can be turned off with -enable-new-server-occlusion-groups command line arg
Tests: 2p on Craggy - moved, teleported, reconnected, checked server occlusion still works
Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress
paintball 3p entity update
- updated position of flashlight/lasersight attachment
Light up frames - adjusted LODs for XL and XXL versions
Paintball gun updates
- set only lasersight/flashlight as useable attachments
- added viewmodel attachment override and positioned both attachments on model currectly
Update: declare a boot time switch to disable new server occlusion groups
Need to bring back old logic for it, that'll be next.
Tests: none, trivial change
Tweaked two values to stop clipping issues we're seeing with the cannon
merge from main - added support for transparency on decal shader
Added support for decal layers on transparent surfaces on the Standard shader
- Prevent stopping the engine from throwing an nre when wiping the deepsea
- Remove a dumb log
wood box added prefab for box
wood box game model and updated prefabs, ran manifest and localization
Light up frames - fixed material config and paintability
wood box placeholder textures
edited paintable reactive target animtions and transition blends on anim.controller
Migrated deep sea ocean params to new env properties section.
Cherrypicked deep sea ocean feature to test branch.
merge from indirect_instancing
Some fixes and cleanups for the Indirect Instancing debug overlay
Codegen so domain reload works
Move CCTV processing out of a repeated update into a budgeted queue (0.05ms)
Don't add cameras that are completely static to the queue as they don't actually do anything inside server tick
Completely removes server cost of static cameras and limits the cost of dynamic cameras
Switch back to the mainland view on the map screen if it closes while open
Commit SyncVar inheritance changes. Can't Cherrypick because of the previous revert.
fix ocean stuttering in demo playback (forces water.scaled_time behavior when playing demo)
artist_pack_dlc -> artist_dlc_ornate_frames
Cherrypick syncvar_inheritance so the new artist items can take advantage of the fix without forcing it on main (when its not fully proven to be stable)
Fixed ghost ship map markers rotation and scale
Properly support inherited SyncVars up to an infinite depth
Merge: from useplayertasks_removegroupocludee_nre
- Bugfix: a series of bugfixes and extra error logs to ensure occlusion groups are valid and consistent
Tests: 2p on Craggy - ran around host, flew away and back, teleported away and back, tested sleepers, disconnects, and general occlusion
fix cloud weirdness when overriding weather state when playing back a demo
Clean: move OcclusionValidateGroups servervar to ServerOcclusion
- codegen
Tests: server compiles
more window paintable work
Clean: GetOccludees => OcclusionGroup getter
Tests: server compiles
Clean: OcclusionGroups - define bespoke ServerOcclusion.Group
- updated code references
Tests: all modes compile in editor
Clean: OcclusionGroup - lower core of logic from BasePlayer to BaseNetworkable
- also move cached subscribers cleanup to BasePlayer.OnServerDestroy
- split off server occlusion logic into it's own BaseNetworkable potion
Tests: all platforms compile in editor
set lightup frames to use standarddecalwithtwo shader again
tweaked free sockets on goldframe medium and small so they are deployable on space building skin
Bugfix: ServerOcclusion - clean up external references when BaseNetworkable is destoyed
Dobbie's free, this is the last bug I could theorycraft. There's a small window before occlusion would update and unsubscribe where a teleport then destroy could leave a dangling set of references, but this doesn't happen because of unnecessary SetParent being called when BaseEntity is destroyed on the server(but this should be fixed separately)
Tests: not testable
stay_close_death_fix -> main
Fix issues preventing boats from reaquiring a target that they already have which was stopping them getting into 'stay close' mode
fixed artist canvas gibs missing material, fixed artist canvas medium not linked to correct paintable, fixed broken deploy guide on ornate medium frame, fixed lods on paintable reactive target all displaying, fixed easel top mesh render warnings, and rendered easel icon