128,922 Commits over 4,201 Days - 1.28cph!
Optim: UseOcclusionV2 - reduce lastPlayerVisibility hash lookups
Should help OcclusionGatherLostPairsToSend internal loop to stay hot. Also gets rid of small funcs that are inhibited by profiler
Tests: ran in and out of occlusion
m15 viewmodel fixes
- updated rigged file
- emissive now working
- fixed skinning issues
- removed shaking on ADS Idle
- Ironsights now perfect
Rewrite how entity labels are applied in BaseNetworkable DoPrepare, now also removes old incorrect entity labels.
-> FIxes ~460 entity prefabs with wrong labels that no longer apply
Clean: add a comment explaining the extra OcclusionUpdateLostVisibility
Tests: none, trivial change
fall back to isotropic specular impl where anisotropic material has 0 anisotropy
Optim: UseOcclusionV2 - invert how we process occludees
- instead of checking if we need to send player to occludees, we process occludees against player
This caused us to miss sleepers previously, which we corrected with extra checks by reversing pairs(and potentially generating more netowrk messages). But we don't need to do all of that extra work if we do it in the right order. Hoping this cuts downstream queue 2x.
Tests: 2p on craggy - checked occlusion works, going invis works, spectating works, sleepers replicate
Added deepsea_floatingcity3
Play attack animations on the player when attacking (from a turret)
merge from naval_update/floating_cities
merge from halloween_25_update made halloween wallpapers limited time offer
merge from oilrig_postvolume_fix
set halloween wallpapers as limited time offer
adjust size of oilrig moonpool postprocess volume so it doesn't transition in so far underneath
Added back landmark info to floating cities 1 2 3 and 4
S2P 1 2 and 3
strong internal hurt triggers in square hull to handle both clipping and player damage
Adding flashlight rig to refresh branch
Experimental frame synchronisation ConVars
Modernise the PT Boat prefab
Remove a bunch of unneeded stuff
Clean: introduce BasePlayer.UseOcclusionV2 use it as a switch instead of UsePlayerTasks (works same way)
Makes it easier to track what's related to what
Tests: editor compiles
Optim: ServerOcclusion - use network IDs instead of BasePlayer for dictionary key
Helps avoid unity-null check overhead when looking up recently seen players
Tests: 2p session on craggy - disconnected as second and killed sleeper
RPG7 - Adjusted LODs and fixed some issues
merge from skin_bent_normals
assigned missing physics mats on some boat building blocks
merge from fix_deep_sea_portal_far -> naval_update
Fixed yaw issues on ptboat front turret
Try to keep the deep sea portal 600m from the edge of the map so it leaves space for oil rigs rather than being 1.5km+ from shore
- still clamp to maximum distance of 4km from center of map
Fix craftable/workbench labels sometimes getting set incorrectly in ItemDefinition DoPrepare, introduced in
123697
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)
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floating_city_4 a few more bugs fixed
floating_city_4 bug fixes
Replaced mailbox placeholder description on sail , added sail token
merge from workshop_max_texture_res -> main
Only show the finish editing option if we're looking at the station, not the netting.
Revert yaw clamp on cannons
Fix typo, add shortname to material information
Resize boat building station netting area to support max size boats of 10x5.
Reposition colliders, volumes, buoys.
merge from Halloween_25_Update/PH/storepage
Skin viewer halloween fixes and tweaks
iterations and re-import plank sounds
remove texture size warning for material rows, it seems we already downscale to the correct size ¯\_(ツ)_/¯
Skin viewer now supports skin with no item defintion (like underwears)
Added mummy wraps
Updating binoculars rig mat
Fix cannons letting you breathe under water