133,885 Commits over 4,262 Days - 1.31cph!
Quick craft menu shows skins again so you know what skin you are crafting
- Quick Craft menu now updates instantly when inventory changes
- Improve the performance of quick craft, don't delete and respawn buttons everytime: just keep a set list and update them
- Extra profiling
- Remove quickcraftdelay: not needed anymore
Update: started on ShouldParentEntitiesJobs (incorrect name)
- Simplified ShouldParentEntities (also incorrectly named)
Converted CheckForObjUnderFeet to burst jobs, need to do IsClipping internals next (needs a bunch more on the GamePhysics side)
Tests: none, not ready
Update: GamePhysics.TraceRays now supports ignore entities
- Added TraceRealmRays (not unit tested, will do that tomorrow)
- Added unit tests for TraceRays
- TraceRays skips sorting if maxHitsPerTrace is less than 2
Tests: unit tests
- Added pose anim clips for paintball levels
- Added layer and blendtree for balls to animator
- Added ammo count param & tied this to the poses
Further optimize GetBuoyancyWaterInfoBatched, let topology queries run in burst(no batch yet), batch water ignores.
paintball file naming and cleanup
paintball viewmodel prefab fixes, re-exported anims
merge from hbhf_sensor_tests
Some more small fixes, regenerated testlist
Updating player anim controller with v4 gestures
Updating 3p_crude gestures with correct frame ranges
Apply shelf from big Flav
exported latest 3p paintball gun anims
Updating paintball gun rig
Batched Buoyancy is now functional, but still missing some code and needs more optimization:
- Move buoyancy data into persistent arrays and reuse them.
- Add convar for switching between batched/old buoyancy.
- Add 3D positions for water info step.
- Add Ocean Simulation.GetHeights span overloads for interop with native arrays. (they still need a XZ3D step, otherwise we'd use the native arrays directly - TODO later.)
- Add GetBuoyancyWaterInfoBatched. (wip, missing entity fast paths for inside terrain/above water)
- Shim Ocean simulation into WaterSystem.GetHeightArray_Native, it's already batched, works for now.
Add BlockPlayerBoatWood protection properties so we can change protections without affecting regular wood block grade.
Assign to wood_boat_hull, wood_boat and PlayerBoat properties.
No actual changes in protection properties yet.
Debug log damage scale too
creating paintball gun 3p anims
Damage test save with boats and cannons.
Debug logging.
npc_vendor_accessible_fix -> main
Remove for the travelling vendor
Fixed drone accessibility not showing up for NPC vendors.
Had to adjust all NPC Vending Machine prefabs and S2P the following:
- Stables
- Fishing Villages
- Bandit
- Outpost
Fixed GetPortalLerp NRE when reconnecting in the deepsea portal
Kill deep sea if water system is null
player_head_stuck_fix_2 -> main
Second attempt at trying to fix the players head getting stuck down. Its due to the look direction coming in as negative in rare occasions and then freezing the ik - try and get away with clamping
merge from lastplayed_sorting_fix
Fix sorting by "last played" not working correctly in the server browser
Fixed gingerbread softside ceiling wallpaper always showing the default skin
merge from gingerbread_wallpaper_fix
windturbine_lod_fix -> main
Fixed Windturbine having a super low LOD range
Rebalanced to let us see wind turbines further (taking advantage of now batching)
mountplayersync_ai_bypass -> main (yolo)
mountplayersync_ai_bypass -> main
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hot_reload_1.13.13 -> main
Update HotReload to 1.13.13
Use Kill instead of Destroy when destroying the deep sea manager if deepsea.enabled is false
Paintball Gun - split viewmodel weapon and ammo meshes
Removed the deep sea top collider, so supply drop cant get stuck