161,134 Commits over 4,597 Days - 1.46cph!
merge from scrapking_batching_fix
Redo the occlusion of apartment rooms
- check the camera position of the player instead of relying on the occlusion culling system
merge from base_occlusion -> main
merge from base_occlusion -> main
light sources on water w/ shadows, water also receives sun shadows now as well
Fixed edge cases of the CH47 crate landing on top of the powerline pole at powerplant
Fixed more blocks not batching
- Jungle ramps, spiral, L and U stairs
- Container roofl ines
- Frontier square floor details
Fixed buoyancy points never respecting the nextSplashTime interval
Moved the interval to the parent Buoyancy component so it's shared between all points and lowered the minimum time between splash fx to 0.1
Fixes audio cutting out when driving through storms (starved audio decoders)
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Updated the test to catch more stuff
Fixed RHIB drivers reaching for nothing with their arms stretched out
The pooled driver seat kept its cached RHIB when it was reused on another boat, so the hands went for the old boat's wheel
Fixed adobe woodbeams not batching (forgot to add the RendererBatch when implementing wallpaper)
Fixed the rest of the stuff not batching:
- Crypt stairs and spiral landings
- Adobe roof lines and low wall corners
- Brick roofs
- Twig roofs and roof lines
- Brutalist triangle spiral landing
Hook up -noTJuncsDetail to its internal variable
Allow using strings as trace filters
Remove / from file.Find results
Block out workshop items of blocked Steam users
* This mimics what Steam already does on the Steam Workshop website.
Fixed PID_FILE not doing anytthing with srcds_run
Add 6th opt argument to util.BlastDamage - damageType override
Add "-condebug_filename" cmd switch to change console.log name
Improve error handling of error() calls with non strings
Build VVIS for Linux
Linux 64bit client now fully compiles
viewmodel updates
- tightened up fire anims
- edited reload & bolt pulls to avoid clipping when using a scope
- added a new deploy with stock so it can be played at correct speed
- added sound events
- set deploy stock in animator back to 1
- scope attachment position update
Fixed gingerbread building skin not batching at all
PT boat turrets: front turret uses the regular crosshair & wider front aimcone - less damage on both
- Front 50cal guns: aimCone 0.2 -> 1
- Front and rear 50cal guns: damageScale 1 -> 0.75
give front pt boat turret the regular crosshair rather than a dot
Fixed HQM walls, frames and spiral stairs LOD0 blocks not batching
Updated Nailgun World Model to Fix World Model Nails having wrong UV Channels
Updated Nailgun Nails LOD distance so shouldn't change to quickly
Merge from distance_flare_extended_range
Request the highest mipmap level for distance flares so they don't use a 1x1 texture (they have no Renderer component)
Fixed none of the ramps batching across all skins
Only spawn 1 boat group at large oilrig - not 2
Light ink opacity value in shader, brighter ink contributes a little less than darker ink to avoid colours being too intense/saturated
Simplified tattoo colours
FIx player legs freaking out after swapping between both turrets on the pt boat turret
Speculative fix for ocean water appearing inside canyons placed near the shore - extended Mountain topology on `ue_canyon_[abc]` to prevent Water topology where canyons dig below sea level. This required a small radius increase on `ue_canyon_b` & S2P
Couldn't reproduce the original report.
merge from bird_critters
(lots of bugfixes, no added features)
Fixed space station roofs and wall corners not batching
Battery FX for half and full charge.
New script for better PFX system lighting. (Cookie support, rotation etc)
fix NPCNetworking test, gulls don't have the NPCNetworking component since they don't need the RustNavMeshAgent and things.
try fix entity_distance when shooting gull groups
- increase size of flying bounds
- flock tracks the group better, with an anchor parameter in the flocks
- scatter or "take off" phase has additional bounds step, as the birds spread out the most here
Fixed frontier building skin not batching at all:
- set read/write true on all FBXs
- set AllowSubmeshes to true on the ramp prefabs
first pass on improvements
- improved push/pull that actuall feels like it's pushing and pulling, much more intutive
- mirror mode for X/Z/XZ
One more CullWhenInside iteration, the previous one could cause big delays in bushes updating in the jungle, due to all loaded bushes clogging the work queue
Now: One grid for bushes, one grid for foundations, no work queue, no physics
Slightly lowered radius, fade, and blend map of satellite scene to stop huge radius overhang
Added test checking building skin meshes are all batchable
87 are failing
gull group fixes & improvements
- stronger obstacle avoidance when taking off from land point
- removed per-frame raycasts from the scattering run (might have been the stutter)
- add step height 0.1m for walking gulls, so they stay on the surface they landed on
- landing groups only startle against players within 6m, instead of any target seen in the last 15s
- gull corpses inherit velocity
- try fix "entity_distance" when shooting flying and landing gulls by adjusting bounds depending on state
- groups spawn in deep sea with a hook into DeepSeaManager, since populations make it not naturally spawn
- birds turning into animators are capped per frame because its the heaviest cost for reactivation
merge from scrapking_batching_fix
merge from main -> base_occlusion
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Fixed scrap king building skin not batching:
- set AllowSubmeshes to true on all prefabs
- set wall frame and floor triangle frame fbx as readable
Rich Crocodile pie icon setup/import