125,459 Commits over 4,171 Days - 1.25cph!
Solo players now take 1 rad every 30 seconds until they make a friend.
s2p excavator
Added missing collision to generic structure container. Set dressing security area of supplies barge.
Clean: code cleanup and custom_occlusion_query command
- ran generate code
Tests: compiles in editor
excavator loot suffle
no build volume increased
added additional cover to ore collection points, offers small amount of protection againt the roof campers (AKA cowards)
Make sure wiping also clears the portals
Optim: ServerOcclusion - try to avoid redundant HasCustomTag calls
Only saves 1s out of 30s run, but should scale better if we increase GridOffsets in the future.
Tests: generated and visualized
merge from naval_update/deep_sea
supermarket minor loot suffle
No build increased
s2p
gas station minor loot suffle
No build increased
s2p
Power plant loot location suffle
diesel spawns behind puzzles
switched no buiild to sphere
Removed radiation from rubble piles - inconsistant as some piles have it, others don't, user feedback is poor - needs to be improved before reimplemention
s2p
replaced the two doors in the ghost ship loot room for static doors
merge from optimise_laserbeams
implement volumes that stencil out biome fog density in the density map
Fix custom map markers not falling back to world prefab category after HierarchyUril removal
Force init the translations if the dict is empty, fixes issues when loading translations in edit mode
Switch out outer reticle parts to lines, add convar and slider to change width and length
Casino progress / improved elevator shaft / still basic but already functioning
Remove deleted file from VPC script
Lightmaps & Flowmaps for Water shader (Expensive water only)
Also fixes a few other issues:
* Removed hacks for certain water materials making skybox black in favor of a slightly better fix that doesn't touch the materials
* Do not complain about missing "$refracttexture"
* Minor fixes for 3d skybox render code with swapped arguments (probably no functional change)
Remove mat_remoteshadercompile (does nothing)
CheapWater flowmaps
Also fixed the possibility for cheap and expensive water to draw at the same time for the one mesh/draw
switch from using string path to GameObjectRef
Halved the texture tiling, given the volcano size.
Attempt #2
- store two specific weather states inside the single climate prefab (deep sea calm, deep sea wipe)
- lerp between the two deep sea weather states based on the lerp float inside the DeepSeaManager entity (and network it)
- add separate ClimateParameters for the deep sea (duplicate of Temperate for now)
- read the DeepSeaWeatherState for temperature and rain (don't need to override snow since it can't snow outside the arctic)
Nerfed the initial instant damage because that's probably no fun.
Still heavy dmg over time.
improvised walkway stairs 450x150 lods.
floating city fender collision and mesh fixes.
added skeletonjail mesh for fun.
oil rig feet prefab variations.
improvised walkway security tower mesh updated, quick collision too.
Movement friction tweak in lava.
LODs/COL/Prefab setup for all bridges
Fixed collision issues in medical bay
Some refactoring and fixes, the active entities list are now populated correctly after the server init
State agnostic methods will check if we have a target or not - force the right state in both ways
Pursuit state sets right gas pedal depending on distance
Pursuit state sets the right steering setup as well
Locked to just players for now - this wont do
update manifest for client testing projectiles
remove generic projectiles, disable first-person visuals for entity
Minor adjustments to the collision mesh for the external wood high wall, removes most of the invisible walls between posts so you can shoot between them properly
Optim: ServerOcclusion - split work in batches and process them serially
This reduces RAM pressure and possible paging, but still generates enough work for CPU (8mil subgrid cells per batch) to keep it busy. 4.7k generation times went from 50s -> 30s. Gonna clean up and merge.
Tests: generated and visualized
Add dynamic environment volumes, move transformation/bounds math to burst. todo: jobify?
merge ghostship_timeouts fix to naval_update
Disable timeouts on ghost ships
Make ghost ship environment volumes dynamic
Set dressing on supplies barge
Regenerate ConsoleSystem.cs
Regenerate ConsoleSystem.cs
Make the reticle a prefab since its used in two places now
Improve looks of the outline of the center dot (just use a slightly bigger circle behind it instead of an actual outline)