193,677 Commits over 4,079 Days - 1.98cph!
Additional LOS check pos for wallpaper constructions, fixes all the various line of sight blocked issues when placing down wallpaper
Update: hooking up gameobject spawning to async load logic
- Contains a bunch of testing code used for profiling, will clean up in next update
Needs a bit of rework to ensure both the orignal flow and new flow can work together.
Tests: ran procgen
Bugfix: fix out of bounds access during prefab shuffling
Tests: ran procgen, no exceptions
Added support for all shadow cascades and added a fixed step size to reduce distant artifacts
Added some moving 3D perlin-worley noise to break up the light beams slightly
proj matrix fixup, fix weather map noise tiling, more cleanup
merge from hackweek_fps_logging
Merge from hackweek_fps_logging
Can now log client FPS to a file using fps.startlogging.
Use fps.stoplogging to stop the logging, it will logged into a file.
Update: implement missing logic for both GatherAssets and Process
- GatherAssets now respects all relevant settings and sorts paths
- implemented Process that works on a batch of objects
Tests: only GatherAssets has been checked (confirmed reduction of assets due to config use)
Update: exposing prefab preprocesing from GameManager
Tests: none, simple change
Update: List and Array Shuffle range overloads
Tests: none, trivial code
Weekly skins tab new design
Added better light scattering for the volumetric god rays
Boleadoras - Initial engine setup as a modified combat knife, with working ragdoll hit effect on players and placeholder models for viewmodel, worldmodel, entity and projectile (and it spins properly!). Updated manifest
material changes to dog kennel
Optim: replace prefab search logic with editor manifest lookups
- commented out a bunch of code for quicker iteration, wil lrevert later
- doesn't account for monument duplication/probability
Significantly faster because we don't load any assets in the process - goes from 30s+ down to 15ms
Test: tried to procgen default editor map
Update: Sort editor manifest by path
Allows to do faster lookups
Tests: ran in the editor
turned emissive off on miner hat material so its not always on on world model
Re-applied Planner.Server changes
merge from debug_draw_fixes
merge from miner_hat_metal_to_specular
merge from /f1grenade_standard_to_specular_fix
merge from large_wood_box_floor/large_wood_box_floor
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merge from crossbow_workshop_duplicate
merge from computer_station_chat
merge from rock_formation_fix
merge from building_los_fix
alternativeLOSChecks_enabled true by default
test commit, who dis? - it's pedro. and this is a dog kennel. oof oof
merge from building_los_fix
Added a new setting in Construction to disable the use of the last valid placement
Enabled for walls, floors and foundations
sub navigation, more featured content styling
Added initial volumetric god rays implementation
merge from ballista_climb_fix
Moved mount chaining up from BaseVehicle to BaseMountable + some cleanup in Climb_ShowIf
Disabled mount chaining on static ballista, fixes "Climb" interaction showing up when mounted near a ladder
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merge from oldhorse_purge
Removed old horse protobuf
Revert changes to terrain maps, fix inaccurate heights by setting ignoreMipmapLimit on heightmap
Merge from industrial_perf_improvements