134,647 Commits over 4,293 Days - 1.31cph!
Convar changed during tests are automatically restored to their past value once the test is done
Fixed being able to deploy objects on the top of the small ramp
Optim: use pooling for occlusion groups
- prealloc 2k groups in the pool (1 per player and sleeper)
Tests: 2p on Craggy - nocliping across various grid cells and checking print_memory stats
Optim: ServerOcclsuion - rewrite how we track occlusion groups
- also fixes server occlusion bug which sends out more snapshots than necessary
Previously every network group in subscription range of player would create an occlusion group. Now, only occlusion-enabled entities populate their local cells (and their subscriber's local cells) - se get activeplayer+sleepers count max of occlusion groups.
Tests: both in UsePlayerUpdateJobs 0 and 2, 2 players on Craggy - ran around across network cells, flew outside of network range, used minicopter to fly into network range, checked sleeper is visible, checked kills clean up internal state. Player got occluded over terrain.
Fix third person wallpaper tool not playing animation when switching surface types
Fix all wallpaper tool models being visible in third person until first surface type or skin change
Do not forcibly crash the server if `player_connect` event failed to create
* Now prints a warning and continues on.
Fixed a typo (Serveres => Servers)
TTT: Add TTTRadarScan hook
Only queue simple timers if using the same callback func
Minor cleanups
* Code deduplicate of timer.Destroy alias
* Remove code from timer.Create that seems to do nothing useful
Handle potential mesh related crashy issue
Try to fix decals on high poly models spazzing out across the whole map
Added a default test timeout so tests can't hang forever (can be overriden by TestTimeout)
Tests now log the full stack trace when throwing
+ some cleanup and logs
Tools component box mesh, LODs, textures and gibs
merge from artist_pack_dlc parent branch
merge from naval_update/deep_sea
Tweaked island billboard distance from main camera far clip plane
merge from main/naval_update
Code refactor, fixed painting LOD issue, Added animation curve to UV offset for polished movement
Make buoyancy write back 10x faster, still needs to be bursted. Fix warnings from temp allocs that weren't needed at all.
Fixed deployable LOD distances for the Scientist plushies. Adjusted worldmodel lod distances for the scientist plushies to match hazmat plushie
turret_ai_dotproduct_fix -> main
Fixed ai turrets (on pt boats) firing off into the distance when an actual target is nearby
boatai_singlegroup_attacks -> main
Deep sea rads bypass the armor
Buoys LOD tweaks
Paintable Reactive Target - Added paint collision and paintable meshes, further setup prefabs for painting, needs some more fixing, updated manifest and localization, etc
When looking for scientist boat targets: only target a player if they aren't targetted by another group
This stops players travelling through the middle of the deepsea and grabbing every boat ai group at once
ptboat_mountedturret_improvements
- Fixed dryfire sound not working
- Fixed IsReloading flag being set to false too quickly
- Fixed ammo phrase compile bug
Fix workshop player models not playing their animations.
updated w wallpaper.anim.controller with correct anims
Wallpaper tool third person animator setup to receive updates to surface type for different deploy animations
Removed unrigged model from wallpaper tool entity, correct third person model for surface type now gets enabled/disabled
More potential crash fixes to do with model flexes
Scale JIGGLE_IS_BOING jiggle bones with bone scale
Fixed double bound checks in map loading
Fixed a NPE crash with CrossbowLoad effect
Store navmesh modifier volumes in a sparse grid for faster retrieval
Fixed double bound checks in map loading
Fixed a NPE crash with CrossbowLoad effect
Reimplement
138911 (turret dryfire)
Fixed Heavy Scientist and Scientist Plushies from disappearing on boat building or editing, was missing Vehicle Large groundwatch layer
Tweak position of codelock on steering wheel to fix bolts clipping.
Disable PlayerBoat clippingChecks, they're not used currently and handled elsewhere
boatai_leftover_logs_2 -> main
Merge: from triggerparentdelayedexit_optim
- Nothing, this just fixes merge history to avoid showing it as a non-merged branch
Tests: none, no files changed
final folder cleanup
- Deleted old materials/model/rig/anim files
- Moved materials/model/rig/anim files to the original folder
- Deleted 'New' folder
merge from sprinkler_vis_refactor