128,900 Commits over 4,201 Days - 1.28cph!
Clean: introduce BasePlayer.UseOcclusionV2 use it as a switch instead of UsePlayerTasks (works same way)
Makes it easier to track what's related to what
Tests: editor compiles
Optim: ServerOcclusion - use network IDs instead of BasePlayer for dictionary key
Helps avoid unity-null check overhead when looking up recently seen players
Tests: 2p session on craggy - disconnected as second and killed sleeper
RPG7 - Adjusted LODs and fixed some issues
merge from skin_bent_normals
assigned missing physics mats on some boat building blocks
merge from fix_deep_sea_portal_far -> naval_update
Fixed yaw issues on ptboat front turret
Try to keep the deep sea portal 600m from the edge of the map so it leaves space for oil rigs rather than being 1.5km+ from shore
- still clamp to maximum distance of 4km from center of map
Fix craftable/workbench labels sometimes getting set incorrectly in ItemDefinition DoPrepare, introduced in
123697
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)
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floating_city_4 a few more bugs fixed
floating_city_4 bug fixes
Replaced mailbox placeholder description on sail , added sail token
merge from workshop_max_texture_res -> main
Only show the finish editing option if we're looking at the station, not the netting.
Revert yaw clamp on cannons
Fix typo, add shortname to material information
Resize boat building station netting area to support max size boats of 10x5.
Reposition colliders, volumes, buoys.
merge from Halloween_25_Update/PH/storepage
Skin viewer halloween fixes and tweaks
iterations and re-import plank sounds
remove texture size warning for material rows, it seems we already downscale to the correct size ¯\_(ツ)_/¯
Skin viewer now supports skin with no item defintion (like underwears)
Added mummy wraps
Updating binoculars rig mat
Fix cannons letting you breathe under water
Fixing material names for syringe rig
Fixed skull trophies name text material in the skin viewer
Bugfix: ServerOcclusion - remove destroyed players from lastPlayerVisibility cache
We were leaking baseplayers and it was slowing down hash lookups
Tests: 2p session on craggy, 2nd player disconnected, killed their sleeper - lastPlayerVisibility was empty for the remaining player
cleanup
left note for possible change to how angles are populated if it proves a performance issue
Added halloween items to the skin viewer: pumpkins, skull trophies and skull spikes
Tweaked some other items
merge from directional_drag
added command to print DragByAngle table of a boat you're looking at (admin only)
merge from boatspawner_nudge_fix
Removed empty RealmedRemove component from hull_square
Possible fix for the nudge fix not working
reduced ray count slightly and only recaching BoatBuildingBlocks if the list is empty
M15 pistol - changed emissive materials to use UV1, optimized emissive texture size, fixed world model AO
better ray batching, as always it's bottlenecked by Verify
- added GamePhysics.SortDeferred which returns the sort JobHandle, useful in this case where we're scheduling multiple parallel batches
Fix monster mesh rendering issue
Anchor collision primitives setup.
Tweaks to volumes.
Modular boat - Fixed gaps in walls, fixed doorway block colliders not matching the art
mapped accumulated area to drag values, needs further balancing but adjusts between 0.8->1.5 rang currently
- using batched casts, still a bit slow
- substepping drag values between angles for continuous values
Updating medical syringe refresh rig fbx
Disable the large vehicle colliders around BBS netting
Adding viwmodel rig for binocular refresh