138,937 Commits over 4,352 Days - 1.33cph!
Fix failed line of sight checks preventing vending machine purchases from floating city boat shopkeeper
This was due to the invisible vending machine being under the sea 🐟 underneath the shopkeeper
Updated flags for these vending machines so they are only accessible via talking to the shopkeeper, to prevent menu prompt conflicts for talking vs buying
S2P all floating cities
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Bugfix: PartialCompare - don't miss last object in b listhashset
Could lead to a duplicate pushed to removed list
Tests: ran unit tests
Add extra logs when coping/clearing
wip easter floorpaper textures, setup
New: ListHashSet.PartialCompare - early outs upon reaching addedLimit and removedLimit
- added unit and perf test
It still has linear complexity, but does seem to scale better
Tests: unit tests
Potential fix for scientists weapon leak
re-exported viewmodel LR300 space rig minus arms mesh
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Clean: refactored NoClip perf tests to use Utils.MeasureAndPrint
Tests: ran noclip perf tests
Fix tutorial missions still being active after respawning at mainland if player died and disconnected whilst in the tutorial
Clean: fix stream of warnings from running AntiHackTests
Tests: ran noclip tests
Update(tests): added perf tests for IsSpeeding and AreSpeeding
AreSpeeding is slower at 50 players, but faster at 200 players (probably transient allocs).
Tests: ran unit tests
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exported horse pooping, skid and trough graze anims
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Modified MidiJack plugin to only ever open one MIDI device at a time, possibly works around new win 11 midi driver issues
Fixed large planter not deployable on boats
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Override terrain texture globals with nearest deepsea island
Added simple IK solver, allow us to lean and shift the pelvis on slopes without going full crazy with LegsAnimator
Increased the speed at which we align with the ground, feels better and seems to help reduce collision damage at high speeds
- Swap SendModelState over to a dirty system. Only update if dirty instead of every tick.
- Included properly in save/load for players joining network range
SendModelState was running every player tick. This was using 54 bytes per player per tick.
The player was wastefully saving/loading this information as well (but not all of it, only some of it)
This was also expensive ms wise on the server - this will cut it back
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Use Vector3.Distance instead of BaseEntity.Distance as distance is a closer match to the previous behaviour for crossbreeding
fix EmissionToggle with indirect instancing
fix EmissionScaledByLight with indirect instancing
Update the rest of the codebase (where applicable) to use the shared HttpClient over their own separate instances
- analytics
- rust+
- nexus
- store
Only difference is it supplies a user agent & supports compression
Another artifical temperature safety check
Point the serverlist to the new HttpClient
Create single shared HttpClient inside WebUtil
Animation tweaks pass, added slight body lean when turning
Fixed wheel collider having some weird residual angular velocity
Raise launch site so its terrain has room to be lowered into the hole (added Tools/Terrain/Raise Terrain for this)
Added an option to SceneToPrefab which automatically lowers the heightmap inside of terrain holes to where colliders are
SceneToPrefab will save the heightmap as a separate asset that only the prefab references
manifest_size_optimizations -> server_browser_optimizations
fix_server_browser_compression -> server_browser_optimizations (2)
fix_server_browser_compression -> server_browser_optimizations
server_side_list_filters -> server_browser_optimizations
Empty servers are now excluded from the API response rather than filtered out by the client