135,153 Commits over 4,293 Days - 1.31cph!
frame Y values on shutter again
painting reactive target IO handles, updated manifest
lightup frame correct IO placements
mortar blockout + mortar ammunition
scrapframe shutter V values
More commands:
playerboat.kill_all_above_block_count - kills all boats above specified block count
playerboat.print_stats - prints the block count and other child count of all boats
Add menu option to toggle shutter of shutter frames (IO takes priority)
added params for default tiling and offset for shutters
correct Y offset values for shutter frames
lightup frame scripts integration
Add menu item to cache placement snap directions.
Realm remove transforms from blocks.
fix inventory of scrap frames
set goldframe large slots back to 1
Initial script integration for shutter frames, without proper UV offset values, remove debug log from baseentity
Clean: dead code removal
Tests: none, trivial change
Bugfix: OcclusionGroup - handle sleeper edge cases
- when player disconnects, clean itself up from non-local occlusion groups
- when sleeper moves, unsubscribe from occlusion groups go out of range or don't have a local player
Tests: unit tests, all pass (yay)
- New scientist setup for both boats
- Increased turret max attack distance 75 -> 125
- Cleanup
scrapmirror large mirror made hidden again (unused), tweaked shutter V value so its a bit higher so it doesnt obscure painting
RHIB Scientists now use LR300s - not MP5s
Seperate out rhib ai driver and pt boat ai driver into seperate prefabs so each can be loaded properly
This fixes the loaded version of boat ai having worse stats than the regular fresh spawned version
RHIB Scientists can attack players at a way higher range 30 -> 70
added alex's stretching fixes to ornate and lightup standing mirrors, fixed label text on ornate standing clipping
- Fix some issues with position generators and exclusive mission points
- Fix issues relating to player state missions data and resetting player state
Picture frames - fixed text box clipping with mesh on medium ornate frame
main -> boatai_balancing_changes
Ensure loaded scientist boats use the rhib scientists, not the oilrig scientists
Remove clear target log
adding more gesture anims for v4 update
Update: OcclusionGroupTests - clear global Occludees hashset on every test start
old logic leaks were polluting tests, making it more annoying to validate unit tests
Tests: ran unit tests
Bugfix: OcclusionGroups - new logic will cleanup non-local groups from itself if there's no connected player there
This fixes how 2 sleepers interact with each other, and lets us reduce the size of groups overall
Tests: ran unit tests, 4/226 fail
Picture frames - fixed stretched textures in paintable area of standing frames, updated variants with photo capability
Tests: OcclusionGroupTests - add validation that all groups have been cleaned up at the end of the test
- some old logic based tests are failing this, so plugged it with a warning
Tests: ran all unit tests, 8/226 fails
IOEnt fixes, fix lightup frame flag issue, add visibility var for simplelights to pass through parent entity
Tests: OcclusionGroupTest - disable assertions for known issues with old logic tests
- Emitting "Skipping Assert for a known bug!" warnings for those instead
Old occlusion grouping logic does not support moving sleepers at all. Also, seems to be failing to clean-up global occlusion groups tracking properly.
Tests: ran all unit tests, 8/226 fail (only new logic that I've yet to fix)
- Removed the Shadows section from the Graphics Settings menu
- Added the Shadow Quality option to the Graphics Quality section of the graphics menu
- Set up the Shadow Quality setting for each graphics preset
Added grass shadows as part of the shadow quality presets and removed them from the World section of the graphics menu
merge from main, shader fix
Added the RUST_STD_FRAGMENT_NEEDS_UV2 define to the Standard shader as it's now needed for when the blend mask is set to UV2
adding v4 rps gesture anims to source
Updated model and textures for stone component box
wood box matrix dressing and lods, prefab updated, icon updated, item updated, localization updated.
- Updated the shadow settings to be set directly via the UI_SettingsTweakShadowPreset when the graphicssettings.shadowqualitypreset ConVar changes.
- Made shadow related ConVars, other than the graphicssettings.shadowqualitypreset, developer only, as these should now only be set via the shadow quality presets.
- Updated the presvious graphics.shadowquality ConVar name to graphics.shadowfilteringquality, as it controls the PCSS filtering quality of the shadows rather than the overall quality.
Tests: OcclusionGroupTests - update expectations of all tests around newLogic and Asleep players
This is currently catching a bug, so will need to fix later, after I sort the oldLogic failures next
Tests: ran all unit tests, 22/226 failing
fixed crickets ambience list to work with specific times
Bugfix: OcclusionGroupTests - hookup serverMgr to Network.Server
- clarified expectatios for TestVisibilityNear, will need to do more of it for sleepers
They were unlinked, sso player's weren't fully transitioning to the sleeper state (no subscriber, no connection), letting more tests pass than expected
Tests: ran unit tests, 23/226 fails, old logic started to fail as well
Picture frames - fixed shutter materials for scrap frames
Tests: OcclusionGroupTests - Asleep players are now disconnected-asleep (no subscriber, no connection)
Tests: ran unit tests, this fails 11/226 cases, all on new logic side
Tests: OcclusionGroupTests - new TestVisibilityAfterMovingToOutside (32)
All simple cases covered, except for using actual sleepers. Next change will likely break a bunch of tests
Tests: ran unit tests