125,422 Commits over 4,171 Days - 1.25cph!
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)
When in dynamic mode, give the preview crosshair a pulsing animation and block changes to scaling
basic blueprint fragment pickup item
always spawns on red keycard desk, next to red keycard (blue puzzle room)
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re-enable collision with dropped items after short timeout
added foliage displacement to the drone because I kept losing them
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
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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