160,574 Commits over 4,566 Days - 1.47cph!
- Boats in a group no longer pass a hidden player back and forth forever, they give up 45s after losing sight of him
- PT boat turrets look around when they have nothing to shoot at
- Roaming boats patrol closer to the coast, min shore distance 100m -> 35m
- Fixed killing the roaming boats event leaving behind boats spawned less than a second earlier
- Removed a duplicate line of sight check when roaming boats pick a target
Cache "is outside" score per set of connected rooms, only recalculate the rooms that were changed
- makes it cheaper to destroy / add blocks to buildings
Prototype Rust+ camera that renders real models, textures, etc. withn the app
Editor tooling exports mobile-friendly assets for uploading to our CDN
Optimize empty room search after blocks are destroyed
- track rooms when they have all faces removed and mark as destroyed instead of checking to see if any rooms need to be cleaned up
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Adjust recoil, weapon rack config
Optimize time taken when room occlusion is turned on at runtime (18s -> 4s)
- only visit every face once instead of refreshing nearby faces and calculating multiple times
Merge from livestock_animals
Hitting a sheeps skin with shears won't hurt or startle them (still does small amounts of damage to other entities)
Optimize network group assignment after a room is recalculated
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Merge from swamp_tree_x_improvement
Lowered marker points on swamp_tree_f
Merge from Livestock_animals
Linux64 build progress
* Dedicated server builds successfully
VPC script cleanups for Linux64 client
Cleanup VPC scripts a bit so they are less messy
Remove more unused files from src/lib/
Fixed Linux compile warning to do with colliding macro names
More VPC script cleanups
StudioMDL Linux32 compile fixes
Delete prebuilt vpk_linux32
Only require an infant animal to reach 80% happiness in order to max out potential stat
Add [+firemode] to ReplaceTokens
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merge from fix_sail_guide_mismatch -> main
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Optimize network thread's batching overhead slightly
- during the end of frame flush only set the last batch sent as "immediate" priority
- avoids paying the extra 0.4us to wake the RakNet thread after every single batch sent, instead only paying it once for the entire batch
Add unordered batch alongside the ordered one so we keep sending position packets unordered while keeping them batched
- my previous commits were incorrect: positions have always been sent unordered
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Move packet batch from Dictionary -> Connection field
main -> mainisland_roaming_scientistboats
boat_targetting_improvements -> main
Various fixes
Add ForceActiveViewmodelAnimatorUpdate to viewmodel anim controller
Don't break existing server saves for livestock
fix snap settings styling
improve demo gizmos, add spotlights and demo toolbar
merge from main -> fix_sail_guide_mismatch
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main -> mainisland_roaming_scientistboats
first pass at seagull "groups"
- groups (animators+rigs) are different than "flocks" (shader animation), flocks stay up high in the sky, groups actually land
- groups land at "interest points" which are components that can be placed in scenes/prefabs
- groups are a single entity, with multiple gulls, similar to a swarm, except they actually have hitboxes
- if you come close a group of gulls, they will startle and fly off, at a sufficient distance they turn into a "flock"
- after a wait time, the groups will come down to land at a new interest point, and transition from a flock back into a group
- individual birds can be shot while in a "group", with ragdolling corpses
- also various improvements to flock movement
Fix wool and lead armor insert worldmodel outlines
Merge: from reserialize_sprites
- Update(editor): reserialized all Sprite assets to stop unexpected modifications (meta changes only)
Tests: spot checked a bunch of metas
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Update: reserialized all Sprite assets, part 10/10