125,133 Commits over 4,171 Days - 1.25cph!
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
Changing item category in the workshop menu brings you back to page 1
More anchor setup and initial wip anim code.
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merge from menu_cartbutton_fix
Fixed store cart button blocking clicks when the store page is closed while having something in your cart
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merge from translate_error_fix
More null checks to avoid item description NREs
trawler_A some zfight improvement among mesh decals
setting up chainsaw attack anims
merge from christmaslight_fix
Restored christmas light bulb facing upwards when deployed on the ground
scanned and removed props onboard the ghost ship variants that had rendererBatch script still on
More changes to ensure videos dont play on the home page
Debug: ServerOcclusion - use manually controlled points to define a query in server-editor during playmode
- don't use cache, use phys queries directly (for what-ever reason cache is borked on this custom map, will investigate later)
Written as throwaway, will clean up at the end
Tests: visualized the path of one of the poppin cases