125,326 Commits over 4,171 Days - 1.25cph!
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update manifest for projectile error
fix HoldTypeAnimationOverride, setup for client testing
manually override raid, snow and temperature manually when players are inside the deep sea
Fix static mode always visible ignoring client.crosshair
Fix settings preview crosshair updating dynamically
Add tooltip mention that spacing doesn't do anything in dynamic mode
Add separate set of sliders for chance of each weather preset inside the deep sea
- only clear weather allowed: no fog, rain or storms (since that indicates the deep sea is wiping soon)
- only modify the visual weather effects on the client, don't mess with the ocean simulation yet
pooled visuals, projectile throwing support, animator fixes, fix entity visual spawning
Players in the deep sea when it wipes are all killed by radiation
Some cleanup
Hook up all the convars so far to the options menu
Switch to colour dropdowns for the colour settings
Set/fix all phrases correctly with the new system, adhering to convention
Move main crosshair enable/disable toggle into the new section
Simplify / rename a few crosshair variables, add one more color option
Optim: ServerOcclusion - convert OcclusionIncludeRocks part of narrow phase to Burst
Total generation time went from 240s -> 130s. There's still 80s worth of TestInsideTerrain to rewrite
Tests: regenerated and visualzied in editor
Add cannon admin fire command, fix ballista admin reload using hardcoded ammo types (use available ammo types instead)
Add a way to disable rcon in editor prefs (Edit -> Preferences... -> Facepunch -> General)
New: AreInsideMesh - burst versions of IsInsideMesh
- added unit tests
Tests: ran unit tests
Add preliminary support for layers to indirect instancing
Fixed brightness flickering on indirect instancing objects when moving camera (inefficient variant)
Environment volumes in food and farm barges. Dock light LODs and decal fixes.
Reapply military tunnel radiation changes from `military_tunnels_radiation_consistency` without merging the whole of naval_update
Static prop version of sunflower with wind, and swapped out proxy WM versions. Updated manifest with missed planter variant.
gifted_bag_tugboat_pickup -> main
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Bugfix: ServerOcclusion - don't ignore rocks that are close to the center of a subgrid cell
Tests: regenerated and visualized in editor - seemed sensible, no gaps observed
Merge from night_lighting_fixes
Removed combined door from farm kiosk, set up separate prefab and nested. Replaced seed bag props in farm with static versions.
merge from naval_update -> deep_sea
Convars to config the wipe interval
exported chiansaw 3p deploy and attack anims that match viewmodel versions
Deep sea is saved and wipes every X hours
When wiping:
- move all players back to the main island
- kill any entities inside
- spawn the content again
Fix not being able to pick up gifted sleeping bags on tugboats/in shelters
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