129,335 Commits over 4,201 Days - 1.28cph!
Increased player search range of PT Boat and RHIB
PTBoat has much higher range. This means that a PT Boat will be most likely find a target and inform the group
Its in the players best interest to kill the PT Boats, preventing groups from coming at them
scientist_boats_gameplay_2 -> naval_update
Made RHIB scientists way less tanky
Destroy all windows and doors when a boat is destroyed and starts to sink
Fix SetGesture() not working right with the new playables system.
After recreating the playables graph animation controller we need to wait a full frame to allow the animator to be properly relinked.
We can then apply weights as normal.
Sleeping gestures etc were being ignored before: should now be back to normal
merge from fix_team_chat_carryover -> main
potential fix for staying in team chat after switching servers
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Also show block health if damaged or player is holding hammer
disable biome fog when in deep sea
remove redundant SprayFailReason.MountedBlocked debug log
Force animator warmup to wait a frame for playables to intiialise first. This prevents calls to animator.Update() without a frame buffer in the middle
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Fixed some DoD materials
* Fixed excessive reflections on that one map, fixed footstep sounds mostly, fixed that one missing texture on that one prop
Fixed some unlocalized strings in spawnmenu
DBinder improvements
* Added localization (NONE, PRESS A KEY), added a tooltip that explains its usage (right click to clear), added ability to middle click to reset to default, just like sliders.
Added ability to randomize/clear only one category in Faceposer
scientist_boats_gameplay_2 -> naval_update
Removed gibbable script from barricade stones in casino barge
Re trigger animator to fix issues with mounting helis.
merge from deployguide_swamp_brightness_fix
fix deploy guide darkening when entering swamp
Destroy graphs on disable and recreate them
Toned down the waves when crossing the portal as its client only
Merge: from baseplayer_serverupdateparallel
- Optimizes ServerOcclusion by reordering work and reducing number of pairs considered
- Optimizes parallel snapshot send out by reducing Pool contention
- General optims via reduced profiler instrumentation (new ServerProfiler.Core binaries)
Tests: 2p session on craggy with teleporting around and various occlusion scenarios (invis, dead, normal occluded, in view)
merge from naval_update/block_items_boats
Setup playable graph for other players after animator warm up to fix crash during animator.update.
Block all items not deployable on tugboats on player boats as well
Wolf Headdress improved skinning
Removed entity scripts from ocean_buoy_static since they didn't float anyway and should save some performance
Scene2prefab
Skinning fix for 50 cal front left
Update: new ServerProfiler with more filters
- Built on 276b03cf
Excludes a bunch of BasePlayer, BaseEntity, BaseNetworkable light functions, Native calls to RakNet and EAC, StableCache iterators.
Tests: booted in editor, took a snapshot of 10 frames
Merged mannequin changes branch into floating cities
Material ID reduction on some floating walkway pieces
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Krieg shotgun viewmodel updates
- Camera shake now matches pump
- Added camere effect to ADS fire
- Only plays the ADS fire if staying in that state
- Blend/transition updates in the animator
Added leg and feet separation to the mannequins
- Add ability to hide mission markers on map and compass per objective. Set this up for underwater labs mission, so compass marker disappears whilst within the vicinity of the lab. Marker stays visible on map to indicate the general mission area
- Modify mission location to belong to each objective rather than a single mission location belonging to the mission instance to enable having more than one marker for a mission active at once (not fully setup yet)
- Add some client equivalent methods on missions for Think and OnObjectiveStart. Did not end up using these but leaving them as could be useful
- Separate out the methods for flagging missions protobuf data as dirty and saving that data. Saved a few instances where we were uneccessarily generating and sending data more than once in a server update cycle
- Made ObjectiveStatus poolable and removed associated allocations
- Fix kill entity mission objectives being incremented twice if kills from team members are enabled
- Fix mission fail timer not using Unix time
- Bump network protocol due to updated protobuf
removed all the debug logs I forgot about
added TriggerParentDelayedExit that defers Unparenting by small amount, allows bridging small gaps in parent volumes seemlessly without needing to find them algorithmically
- replaced all TriggerParnet in BoatBuildingBlocks with this
Enable repair for boat building station
Floating city 3 / replaced redundant entities / scene2prefab
Remove dismount transforms from PlayerBoat prefab