125,288 Commits over 4,171 Days - 1.25cph!
Optim: ServerOcclusion - rewrite cache generation broadphase to use parallel jobs
- Takes broadphase from 4.8s to 0.4s
This is tiny, since narrow-phase is the longest (on my 4.7k test map total time is ~240s). I'll do narrowphase next.
Tests: generated on a custom map and visualized the occlusion grid
Bugfix(editor): LoadMapFile - check for relevant state after domain reload to allow occlusion cache rebuild
Tests: triggered a couple reloads, no NREs when generating cache
Added static respawnable versions of other planter types - varied up crop spawning. Added static version of water barrel for farm (WIP). Updated manifest file.
Spike Trap LODs Gibs and backface fix
merge main into naval_update again
subtract flashlight beam optimizations
Add 'Check.HasBuildingPrivilege' and 'Check.InBuildingPrivilegeArea'
'Check.HasBuildingPrivilege' = you can actually build, gives you a boolean yes or no.
'Check.InBuildingPrivilegeArea' = in an area, might not be able to build
Naming convention was driving me nuts with 'CanBuild()' vs 'GetBuildingPrivilege()' everywhere
Cannon work in progress, basic firing/reloading based on ballista.
New: added GamePhysics.CheckBounds that uses parallel Burst jobs
- added unit test to validate it
Tests: ran unit tests
naval_update -> scientist_boat_ai
Bugfix(editor): LoadMapFile - ensure terrain state is setup after domain reload when we generate server occlusion cache
Tests: ran generate server occlusion cache after code edits
facepunch_assert -> main
(for actual testing and answering basic questions: is it useful? What can I add?)
merge from drone_storage_slot
- should fix weird main branch commit issue from earlier merge
remove jacket as rare armor
Bug fixes, general cleanup
Assert throws exceptions
Check wont print anything - just returns state
Anchoring improvements.
Refactored to now check Anchoring not Lowered. Anchoring is when lowered AND in valid water (todo).
rebuild hackable crate loot
Clean: missed newlines
Tests: none, trivial change
New(editor): LoadMapFile - added Server Occlusion Debug section
- refactored ServerOcclusion.DebugPath to not draw anything and just gather cells traced
Allows to debug occlusion bugs without having to enter play mode
Tests: used the tool in the editor, confirmed it compiles in SERVER+CLIENT and SERVER envs
merge from drone_storage_slot
merge from meta_shift/monument_shuffle
added `drone.disableSamTargeting` convar for balance testing
Re-added DLSS crash fix after subtractive merge issue that removed it
autoturrets target non-authed playerowned drones (ignore non-controlled drones like market drones)
- gave drones proper vehicled detailed collision and AI collider for turret targetting
Removed collision from tiny tarp D. Replaced shovel and water catcher props with static versions. Added environment volumes to farm barge (not working currently). Static versions of vinyl crates.
player-controlled drones targetable by SAMs
Setup for other monument types
Reverted changes to skydome's TOD_sky night settings
moved drop input response so it's reliable
Merge from underwater_lab_windows_fix