125,152 Commits over 4,171 Days - 1.25cph!
merge from drone_storage_slot
- first pass for early testing
Convared all the deep sea generation settings for debug purposes
Added commands to spawn cities and ghost ship on current player position
Don't want NuGet either in this case - just take the ZLinq and remove everything else
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Prevent startup commands from being captured before we read command line to determine if we want to disable the logging
Deep sea now spawns floating cities (the placeholder version)
Anchor placement inprovements so it can be placed over water more easily. Added test point.
reapplying train_disconnect_fix
reapply tutorial_jungle_rock_fix
reapply mixing_item_delete_fix
reapplying improve_rug_pickup
Fixed pivots on farm barge structure
- fix unrestricted commands being logged as clientside
- fix RCON using wrong empty field to identify rcon connections
Fixed jungle animals not counting towards Wildlife Cull bandit camp quest.
Debug: ServerOcclusion - add occlusion_blocked_cells and custom_occlusion_query editor convars
- occlusion_blocked_cells visualizes all blocked cells nearby
- custom_occlusion_query allows to setup a query via 2 gameobjects in the editor(in play mode)
- restored player_occlusion_subgrids
Tests: used the commands
ignore collisions between dropped item and drone
merge from log_disable_logs -> main
Log to console indicating when logging is disabled & enabled
drone properly drops storage loot on death
merge from translate_error_fix
drone uses its own loot panel
Fixed another translate NRE happening during bootstrap
Anchor anim controller setup, params, flow.
Anchor anim code now functional, handles state restoring.
added prompt provider interface for RC entities to provide action prompts on their own logic to computer ui
- drone implements to prompt that its drop is ready when by checking its flags
Bugfix: ServerOcclusion - don't block visibility if there's one blocked string passage
This fixes edge-cases around hills, but there's still an issue of being able to see through hill - investigating
Tests: used player_occlusion_subgrids to test a bunch of paths
merge from uiworkshop_fixes
vm chainsaw attack anim edits
Fixed workshop pages not loading items correctly
Moved all airfield loot spawns
Diesel moved to puzzle
Monument now respawns loot in higher quanities, more inline with modern monuments
Fixed loot double spawns, meaning 5 extra loot spawns - this how it should have worked but broken since 2018
S2P
Debug: changed up player_occlusion_subgrids to render results from ServerOcclusion.Algorithm.Gather
- Gather now also marks if it used the neighbour passage or direct path or was blocked
- Gather respects various convars
Think I see what the problem is - my recent algo changes have a bug with neighbour passages. Investigating further
Tests: used above server var to visualize paths
account for attack cooldown on ThrownWeapon types
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separated drone storage interactable collider and cleaned up client/server separation of drone components
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subtract
130346 linq_optimisations
Launchsite loot resuffle, majority of loot spawns moved. Some to locations which were rarely explored prior due to lack of loot spawns
Bugfix: LoadMapFile - assign Terrain layer to created terrain
Required for server occlusion
Tests: recreated the scene, now server occlusion cache generation works