197,424 Commits over 4,110 Days - 2.00cph!
Added takeover system for steam inventory items
Fix attempt for the missing photoseizure warning text on bootstrap in builds
merge from indirect_instancing
- Found a way to unity instance adding/removal code under InstancedLODComponent. This is starting to look very solid now.
- Started extending BufferList to work with Span<T>
- Added ArrayPoolBufferList as an experiment
Subtract
124593 - dont need it
scrap_heli_gibs_fix -> main
Make the base mesh readable and try that
Temperate twilight adjusted for new haze falloff.
patrol_heli_revision_2 -> main
Increase visibility of flee marker and path (again)
merge from party_system -> main
Show party leader icon beside the leader in the party
- use callback to detect right when party owner has changed
- expose party leader via IFriend (can make new interface in future)
Clear cloud brightness fuckery
Apply FCVAR_CHEAT to r_pixelfog
Minor cleanups
Fix missing Trails undo message localization
new token for frontier gate so it doesnt have the same description as the wooden one
Pilot Codelock - Model, materials, WIP textures
Update: TestLineOfSightBatched
A lil cheeky 44k raycasts test. Missing the actual batched query impl.
Tests: ran the test - failing as expected
Steam inventory warning popup is opened once when attempting your first breakdown
Added confirmation popup when breaking down an item
Twitch drop deletion now using the red confirmation popup
cached native allocations, batched projectiles now save between 30% - 50% of the runtime compared to serialized in performance tests (gains increase with projectile count)
merge from indirect_instancing
Fix compilation error about RecordUnsupportedMaterial
Encode spherical harmonics directional occlusion (SHDO) into gbuffer for proper shadowing on direct lighting (directional light only), use alpha testing and multi hit backface raycasting in SH baker to better represent foliage shadowing, blend between shadows and SHDO when reaching max shadow range, and use TOD sun direction for SHDO calculation
Blend layers on floating walkway kit WIP. Float script on kit as well but some issues present with transforms (WIP too)
Cannon whitebox deployabke
Recently helicopter will restrict how far it goes on patrols
Update: GamePhysics tests - move box grid creation to individual tests
Avoids polluting the world for other tests(problem for LineOfSightBatched)
Tests: ran the updated unit tests
Initial setup of Tugboat horn
Update: GamePhysics tests - spawn ignore volumes per tests
Tests: ran the 3 affected tests - they pass
Merge from deployable_cannon
Flip default anchor rotation so it's easier to place at edges
Initial setup of anchor as deployable.
Fix windows server console lagging server when spamming console (usually with errors)
- buffer log messages in ConcurrentQueue and write to console on a separate thread
- redraw input and status messages on that same thread
- Unity logging is still slowish but improves windows console stalling the server when logging is spammed
Add 'console_spam' command to forcibly spam the server console with text
multiple significant fixes to GameTrace, new Projectile and GameTrace tests are passing but seeing a slight differences in projectile counts with performance test that's indicating some untested edgecases
Update: TestTraceAll - don't spawn Terrain boxes
We already have terrain at the bottom of the ocean
Tests: ran TestTraceAll
Tests: new GamePhysics tests - TestLineOfSight
- Also making craggy loading in unit test stable by applying same fixes from Test.Projectile
No batched variant as we haven't implemented it yet
Tests: ran the new unit tests
Dont wait for market price request to finish before opening the item modal
Stripped out more old steam inventory code
main -> patrol_heli_revision_2
Disable horizontal spine rotation