124,924 Commits over 4,171 Days - 1.25cph!
security tower rename material
- Speed up tile rebuild
- Fix tile rebuild giving very different results from initial build
Can only bunnyhop:
1. Once every 3 seconds
2. When grounded
3. When not waterlogged
4. When there is at least 10% sprint percentage remaining
Bunnyhop now:
1. Uses correct physics calls to make a nice jump
2. Uses a relative force to account for slopes
3. Jumps higher at faster speeds
4. Jumps get scaled by the sprint percentage remaining
5. Consumes 10% sprint percentage
https://files.facepunch.com/jacob/1b0511b1/Unity_Aa2i1beFhS.mp4
https://files.facepunch.com/jacob/1b0511b1/Unity_npssU8l2Br.mp4
Optim: Get rid of allocs in BradleyAPC::DoPhysicsMove
Tests: loaded monument island with a launch site, verified bradley spans and rides around. in profiler DoPhysicsMove had 0 allocs
Set dressing supplies barge
Locker - updated workshop model with proper mesh shading
Simplify prioritize premium sorting - works way better than it did before
Merge from naval_missions
security prison bug fixes, lods, collision
Fix CH47 patrol point selection to use a more fair random monument choice
Previously, GetRandomPatrolPoint() picked the first valid monument after a random start index. This biased results when only a few monuments were valid. Now we collect all valid monuments and select one uniformly at random, ensuring a more even distribution.
wrap custom coacd editor in defines
Further cannon setup.
Collision setup so it works nicely with cannon low wall.
Optim: get rid of allocs in BuildingPrivlidge::IsAuthed
Tests: set up TC on Craggy, was able to auth/deauth
merge from /main/coACD
- adds FPConvexCollisionBaker that we can use to bake convex collider sets for compatibility with dynamic RBs (PlayerBoats)
Unity tutorial - added test objects to scene
Cannon deploy placement fix.
Cannon art/prefab updates.
Assign placement prefab.
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merge from fix_nametag_blocked_by_floor
merge from fix_nametags_water
merge from duplicated_gunshots_fix
Error scan checks for more than one occurrence of an ActionEvent node type
Fix an issue that could possibly duplicate gunshot sounds if the player was under a decent amount of lag or lower fps server.
Possible duplicated sounds would be local sounds (within network range), played once by the network signal then again with the effect logic. Would be made worse with lag
Remove merging of damaged regions as the sorting and merging was taking more time than it saved in some situations.
If frequent buffer updates continue to be a problem, /indirect_instancing/bitmapped_damage_tracking should fix that.
Cleanup code for node creation search window
door.hinged.mboat models, item def, prefab
Fix all boat building block localizations
Add and setup low cannon wall.
Added to boat planner.
Add ConcurrentBoolArray as a simpler (but more wasteful) form of ConcurrentBitArray to get things going quicker.
Add a function to find contiguous regions of values efficiently.
floating city generic container 2
Fixed the rendering of the underwater lab windows
Move error log to where it actually is an error
broke up PlayerBoat monolith file
comitting to non-controlled sails and torque rudder control scheme for now
Merge from deployable_cannon
Updated modular boat prefabs with art components, gibs