159,266 Commits over 4,566 Days - 1.45cph!
simplified meshes on a lot of scrap king building components to accomodate revised textures, fixed lod0>lod1 mismatches across a bunch, fixed culling on corners
Strip AI cover and move points from the client, they're only used by the server
Had 13k of them
Fixed cliffs not stripping their Add_To_Height heightmap mesh collider when loading from a cached map
I had ~6500 of these enabled on a proc gen map
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Remove leftover log in RotaryGunCylinderViewmodelComponent
Ballista and static ballista 8 -> 2
Battering ram and catapult seats 8 ->
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Reduced bonuses provided by Advanced, Pure and Creamy/Milky teas. Creamy tea variant is now what Pure used to be, advanced and Pure reduced below that to compensate. Average nerf: Advanced ~11%, Pure / Milky ~18%, Creamy ~20%. Healing, Crafting Quality and Rad Removal teas unchanged.
All arrows 100 -> 25
Paintball projectile 100 -> 5
Speargun spear 100 -> 5
Shotgun slug 100 -> 10
Fix the guide not detecting if the sail would block when lowered but doesn't block when up
- caused the sail to be blocked only when lowered despite the guide making it look ok
Pool review:
Admin cars 2 -> 0
Snowball 100 -> 5
Snowball gun projectile 100 -> 5
Boat building blocks 100 -> 15
Fixed the codelock on frankenstein table appearing underneath the table on the floor
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Update demos to read the new batched packet format
Update SendNetworkPositions() to use the new batched path
- famous last words but batched position updates shouldn't break so we shouldn't need a ConVar to toggle behavior at runtime
merge from deepsea_unloading
Merge from hemp_colour_swap
Add batching for position ticks
- new packet type EntityPositionBatch so old demos keep working
- batches together entity position updates per player per server frame
- flushes batches after ServerMgr * Invokes
- skips sending time field if it's the same as the entity before it
Re-enabled the final stage impostor on hemp plants - thye should now be visible from 250m
Fix mismatch between server's check for sails and client's check
- client uses rays, server used spheres
- the OBB the client used to simulate the new placement wasn't rotated correctly leading to mismatch
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Optimize calculating upkeep on the server
- used to iterating through entire buildings when recalculating upkeep
- now sums the building cost of all the entities and only adds & removes cost as entities are changed
- means upkeep is now only multiplying the cached cost * the upkeep multiplier
Brigthened the room lighting slightly
Fixed deep sea spamming tree spawned RPCs to all players when opening
Try downgrading actions/checkout to v5
* goddamn github man
Fix halloween dungeon having no map, fix missing pieces of the map in the xmas dungeon
Deleted unsuded ghost ship population asset
Cover the case where a modded server spawns deep sea entities outside of the deep sea
Client activates the asset scene without waiting for a loading screen and keeps it for the entire session
fix pooled train audio, disable pooling log for checking active states - I added it for vehicle pooling and forgot to nuke it
Fix dungeon network groups misaligned with the spawned dungeons on some map sizes
Fixed various exceptions that happen during builds
Add some null guards, skip compute kernel lookups when compute shaders are unsupported, move DeferredMeshDecal in apartment_large that was missing its renderer
Gate navmesh save log and AI despawn log behind ai.logIssues
Update GHA actions to version 6 for Linux and Windows
Add trigger_portal_cleanser to entity override whitelist
Fixed a crash with render.UpdateScreenEffectTexture
Remove widgets.RenderMe and properties.GetHovered serverside
* widgets would just do nothing, but shouldn't exist on the server, properties.GetHovered would just error out
Minor cleanups of various methods to match wiki and vice versa
Prediction errors on arrays include array index for ints and floats
Fixed a couple memory leaks with multicore rendering
* Mostly relates to functions such as render.UpdateScreenEffectTexture and render.PushCustomClipPlane
Fix "[NPCAnimController.DoPrepare] Skipping blacklisted clip tiger_prowl" error on manifest regen
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Merge from Livestock_animals, fix extremely long AI tests
Have AI tests run at 4x speed, with same delta times, confirmed results are the same thanks to the deterministic mode, AI tests now down to 15min
I also added a local guard that stops me from blowing past the 30min budget in the future
pt_boat_rewrite -> client_controls
main -> pt_boat_turret_rewrite
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Fix frankenstein pet not moving, it had no nav agent component