125,432 Commits over 4,171 Days - 1.25cph!
switch from using string path to GameObjectRef
Halved the texture tiling, given the volcano size.
Attempt #2
- store two specific weather states inside the single climate prefab (deep sea calm, deep sea wipe)
- lerp between the two deep sea weather states based on the lerp float inside the DeepSeaManager entity (and network it)
- add separate ClimateParameters for the deep sea (duplicate of Temperate for now)
- read the DeepSeaWeatherState for temperature and rain (don't need to override snow since it can't snow outside the arctic)
Nerfed the initial instant damage because that's probably no fun.
Still heavy dmg over time.
improvised walkway stairs 450x150 lods.
floating city fender collision and mesh fixes.
added skeletonjail mesh for fun.
oil rig feet prefab variations.
improvised walkway security tower mesh updated, quick collision too.
Movement friction tweak in lava.
LODs/COL/Prefab setup for all bridges
Fixed collision issues in medical bay
Some refactoring and fixes, the active entities list are now populated correctly after the server init
State agnostic methods will check if we have a target or not - force the right state in both ways
Pursuit state sets right gas pedal depending on distance
Pursuit state sets the right steering setup as well
Locked to just players for now - this wont do
update manifest for client testing projectiles
remove generic projectiles, disable first-person visuals for entity
Minor adjustments to the collision mesh for the external wood high wall, removes most of the invisible walls between posts so you can shoot between them properly
Optim: ServerOcclusion - split work in batches and process them serially
This reduces RAM pressure and possible paging, but still generates enough work for CPU (8mil subgrid cells per batch) to keep it busy. 4.7k generation times went from 50s -> 30s. Gonna clean up and merge.
Tests: generated and visualized
Add dynamic environment volumes, move transformation/bounds math to burst. todo: jobify?
merge ghostship_timeouts fix to naval_update
Disable timeouts on ghost ships
Make ghost ship environment volumes dynamic
Set dressing on supplies barge
Regenerate ConsoleSystem.cs
Regenerate ConsoleSystem.cs
Make the reticle a prefab since its used in two places now
Improve looks of the outline of the center dot (just use a slightly bigger circle behind it instead of an actual outline)
When in dynamic mode, give the preview crosshair a pulsing animation and block changes to scaling
basic blueprint fragment pickup item
always spawns on red keycard desk, next to red keycard (blue puzzle room)
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re-enable collision with dropped items after short timeout
added foliage displacement to the drone because I kept losing them
Merge other fixes from /indirect_instancing
Merge build fix from /indirect_instancing_fixes
Restore constant that I removed because I was an idiot.
Casino progress
Medical barge fixes
Fixed broken collider in corrugated_sheet_1x2_c prefab
Created no-seaweed lobster trap prefab
Slight progress on improvised walkways LODs
updated the chainsaw PORC (player override controller)
merge from naval_update/deep_sea
Merge from /indirect_instancing_fixes
Fix multiple issues with LOD bounds/distance calculations:
- Never return zero-bounds for anything, try multiple things and fall back to 1 m³ as a last resort.
- Always use bounds (and center) of LOD0 for consensus between LOD states.
- Fix fallback renderer using transform position instead of bounds center for distance calculations.
updated 3p chainsaw anims with correct idle head position
Optim: ServerOcclusion - jobify a bit more + use ScheduleParallel
4.7k map generation time goes from 69s -> 52s, stopping here. I'm likely getting diminishing returns on my PC due to heavy paging (generation takes 8GB+ ram) - will break it down next.
Tests: regenerated and visualized cache
merge ghost_ship_bugfixes to naval_update
editing chainsaw 3p anims and created attack idle anim to possibly be implemented
fix attachpoint assignment, was getting stomped when loading entities from save
Static versions of various weapons and tools for supplies/weapons store. Replaced proxy world models in scene. Blue variant of tarp mats. Set dressing on supplies store.
Spike Trap SFX fixes and material properties.
blueprint fragment world model setup
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