130,828 Commits over 4,232 Days - 1.29cph!
merge from multidrop_nre_fix
SocketMod_Anchor now checks VehicleLarge during deployment
More anchor and sail fixes
Wrap the whole menu init sequence in a try/catch
Stop a null drop NRE bricking the whole Bootstrap sequence
Convert remaining blocks to vehicle large
More IO prefabs allowed on Vehicle Large layer
volume changes on floating city sounds
Update: Adopt Scientist2FSM to be aware of ghostship navmesh
Need to double check aiming logic (sometiems they aim at the sky), and investigate how initial on-navmesh spawning is done. Also need to convert variant FSMs
Tests: spawned ship navmesh offset and with a rotation. Ran around into different areas of the ship and rooms - they pursued
Remade solar panel collider using primitives
Set most IO prefabs as deployable on vehicle large layer
matrix textures & updated box prefab with example matrix model
Tweaked the medium battery mesh collider so it can be convex
Very initial work for testing using VehicleLarge as the only/default layer for boats and their construction, to reduce the need to switch.
Started working on supporting IO on boats, wires and IO handles are now parented to their IO entity
Wire reconnection messages are sending local pos
ambience sounds added to every barge and walkway on the floating cities
First initial test for explosives component box
- Apply root motion (not needed but helps rule things out)
- Setup correct reload time on the front turrets
Reorient the front point pivot
Steering wheel prefab cleanup
reduced triangles->vertices/indices processing by roughly half by making Triangles/EdgeKeys readonly struct and only calculating the hash once on creation, done in parallel when they're created and reduces the overhead in the single-thread processing stage
Fixed position offset on the front turret
- Fixed scuffed clamping on the front turret seat
- Use tickrate for lerping (cant use deltatime since im predicting)
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
edited eoka pose and python deploy anims and reduced eoka idle clip range so the anim loops correctly
Fixed realm removes after object rework
Split netting visuals and collision into separate objects.
Lowered both.
Decreased placement height of hull blocks.
sped up marching cube triangle generation by 10x by using local list batches with IJobParallelForBatch to reduce NativeList<>.ParallelWriter locking adds
(~0.35ms -> ~0.05ms)
First iteration of balloon text and colour changing menu
- Only added to circle balloon for testing and iteration
merge from server_occlusion_height_fix
Indirectly iterate modifiers with separate list of modifier types that servers as history
Animation pass on the rear 50cal
Update: serverocclusiondebug - clarify what invalid grid means
Now explicitly saying that server occlusion treats path with one or more invalid grid positions as unblocked
Tests: none, trivial change
Bugfix: server occlusion - skip occlusion for players outside of the occlusion grid
Tests: checked occlusion between y:90 and y:110 - previously would stutter(OcclusionV1) or would occlude(OcclusionV2). Tested hiding behind a hill - still works
texture and material updates
added fuse burn mesh to cannon to allow darkening of the fuse as it burns.
trying to make sense of shit code I wrote a year ago
edited 3p chainsaw harvesting anim and reset tranlation in its entity