130,657 Commits over 4,232 Days - 1.29cph!
Fixed tech tree editor window populate buttons not working
Merge: from baseplayer_serverupdateparallel
- Optim for OcclusionV2 - remove extra hash lookup in a busy loop
Tests: with UsePlayerUpdateJobs 2 - toggled invis in close proximity and far away, suicided away from spawn and flew back, teleported around
Merge from fix_use_bundles
Optim: OcclusionV2 - skip resetting lastPlayerVisibility every frame
Turns out didn't need to make the other half of changes
Tests: used invis close and far away
Update: UseOcclusionV2 - simplify toggling invis
- when enabling invis, notify occlusion tracking that we destroyed entity on subscriber's end
- when disabling invis, skip sending snapshots - occlusion will handle it
Halfway to remove the constant hashSet.Remove calls in GatherPairs loop
Tests: UsePlayerUpdateJobs 2, toggled invis in front of player. went invis, flew outside network range, flew back, disabled invis - spawned correctly.
merge from fix_dynamic_occlusion_pooling -> main
Fix pooling issue with dynamic occlusion pausing
- was assuming the entity wasn't parented by default, so dynamic = false by default
- however wasn't resetting the bool in ResetState() causing pooling errors
- even if it was, the old code was updating batching + occlusion every time the parent changed so we want to follow suit
Deep sea:
- Removed the rad volume on the exit side of the deep sea
- Rad volumes are now server only
- Portal backing colliders are now parented to portals, that way they're deleted when we destroy the portals
- Code cleanup
Show CPU time vs total warmup time when logging time taken to warmup steam item definitions
- only shown in editor
- the numbers were correct, it's actually really slow to warmup steam items on main thread
Merge: from baseplayer_serverupdateparallel
- Bugfix for UsePlayerUpdateJobs 2 not replicating players for spectators
- Bugfix for leaking players in occlusion groups
Tests: spectated players from far away. Inspected server state after killing a sleeper
Bugfix: ServerOcclusion - clean up players from all of their occlusion groups on server destroy
Turns out we were leaving a lot of "zombie" players once sleepers were killed. This would slow down server occlusion eventually.
Tests: on Craggy, killed a sleeper, moved to a different network group, and checked in debugger if the occlusion group only contains my player
merge from puzzle_reset_changes -> main
Fix radiation trigger not being multiplied by 2 (extents vs size)
merge from puzzle_reset_changes -> main
Fix SpawnGroup on NMS having higher population than "maxSpawnedPerTick" causing it to consider the puzzle looted
S2P
Entity.GetCycle returns 0 instead of nil for invalid entities
Make Faceposer flexes appear in the same order as in the model
Fixed potential server crash
Clamp a bunch of Lua binding enum inputs to valid values
* Silently clamps the value for Entity.SetSolid, SetMoveType, PhysicsInit, PhysicsInitStatic, SetRenderMode, SetCollisionGroup, SetAnimation, SetFlexWeight, GetFlexWeight, IGModAudioChannel.FFT
More input clamping for enum inputs
Fix last static prop not rendering
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scientist_boats_improvements_3 -> naval_update
S2P Launch site to apply previous "pauseUntilLooted" changes
Enable pauseUntilLooted in powerplant
S2P
Rust Birthday Balloons - Updated textures, gibs, rewrote names and descriptions, reran manifest, added testing gibs material
updated prefab scale and added positonal offset
Implement fuse for cannon firing
Pull towards the centre the further out the boats are in the deepsea
audio files import and floating walkway audio set up
Updated model for tactical gloves
merge from Minifridge_IndustrialAdapter
Lowered the industrial adapter socket so its not floating above the fridge when deployed
exported updated chainsaw harvesting anims and slight edit of vm admire camera
Avoid AI mounted weapon controller sometimes targetting other NPCs
- Add boat ai avoidance volumes to tropical 1-4
- S2P
reduction in sail position influence on thrust, less than half what it was but still double the engine's
- still impacts how you place them on the baot but results in less situations where it feels like the boat is not behaving as it should
building planner texture update with new graphics
placeholder setup of viewmodel (so Pedro can see textures)
-set materials to import on model
naval_update -> scientist_boat_ai_improvements_3
turret_head_animations -> naval_update
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Bugfix: UseOcclusionV2 - handle spectating players
Since we no longer do bidirectional checks when iterating occlusion groups, we ended up missing out on spectators and wouldn't allow replication to them.
Tests: on craggy with UsePlayerUpdateJobs 2, flew far away to get outside of network range then started spectating - could see target moving.
Adjust rhib scientists HP