125,404 Commits over 4,171 Days - 1.25cph!
Merge other fixes from /indirect_instancing
Merge build fix from /indirect_instancing_fixes
Restore constant that I removed because I was an idiot.
Casino progress
Medical barge fixes
Fixed broken collider in corrugated_sheet_1x2_c prefab
Created no-seaweed lobster trap prefab
Slight progress on improvised walkways LODs
updated the chainsaw PORC (player override controller)
merge from naval_update/deep_sea
Merge from /indirect_instancing_fixes
Fix multiple issues with LOD bounds/distance calculations:
- Never return zero-bounds for anything, try multiple things and fall back to 1 m³ as a last resort.
- Always use bounds (and center) of LOD0 for consensus between LOD states.
- Fix fallback renderer using transform position instead of bounds center for distance calculations.
updated 3p chainsaw anims with correct idle head position
Optim: ServerOcclusion - jobify a bit more + use ScheduleParallel
4.7k map generation time goes from 69s -> 52s, stopping here. I'm likely getting diminishing returns on my PC due to heavy paging (generation takes 8GB+ ram) - will break it down next.
Tests: regenerated and visualized cache
merge ghost_ship_bugfixes to naval_update
editing chainsaw 3p anims and created attack idle anim to possibly be implemented
fix attachpoint assignment, was getting stomped when loading entities from save
Static versions of various weapons and tools for supplies/weapons store. Replaced proxy world models in scene. Blue variant of tarp mats. Set dressing on supplies store.
Spike Trap SFX fixes and material properties.
blueprint fragment world model setup
Remove decals from server ghostship prefab
basic and advanced blueprint world models
Optim: ServerOcclusion - convert rest of narrowphase to Burst
- Replaced couple NativeList inside TestInsideTerrain with NativeArray to avoid 2GB limitation. Need a different solution for 7k maps
4.7k world generation time went from 130s -> 69s. Longest part is OcclusionIncludeRocks now (47s)
Tests: regenerated occlusion on 4.7k world, then visualized the grid
Replace all ghost ship line IO entities with static wires
potental fix for spike trap ground watch not working in standalone but working in editor
Switched military tunnel no build to sphere
Added more loot spawn variation, compared to other monument, it was always the exact same spots
Loot location shuffle
Elite loot unaffected
s2p
When changing into wait state then take the foot off the throttle
Pursue target aquisition
Target validity methods
Run thought logic at a lower frequency to action logic
merge ghostship_bug_fixes to naval_update
Bump cull range on buoyancy, raise buoyancy to make it easier to climb ghost ship ladders.
New wait state
MAX/MIN times to be in wander and wait
Move between wandering and waiting if you've been stuck in a state too long
fixed undefined surface type of corrugated sheets prefabs as well as an incorrect box collider
naval_update -> scientist_boat_ai
Add another pref for disabling the companion server
Lower yaw/pitch clamps on the cannon
Fix Radtown sign by manually disabling mipmap streaming.