13,040 Commits over 2,376 Days - 0.23cph!
Merge from UpdatedVisibleHolsteredItems_gc_fix
Removed Linq usage from UpdatedVisibleHolsteredItems, saves some GC
Replace TravellingVendor's FetchTargets Vis lookup with a quick iteration over subscribed connections, shuold be faster (in theory, couldn't reproduce slow physics in the editor)
Merge from main
Conflicts on w_sks_rig.fbx and associated meta file, used the version from main as that's technically the latest but this will stomp the changes made in
129608 (29/08/2025)
Auto merge PlayerModel.cs conflict
Adjust floating city HLOD settings to prevent casino pop in
S2P all floating cities
Move SolarPanel.SunUpdate into a work queue (0.05ms budget)
Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
Convert steering wheel to MeshLOD
Merge from door_alloc_fix
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
Codegen so domain reload works
Move CCTV processing out of a repeated update into a budgeted queue (0.05ms)
Don't add cameras that are completely static to the queue as they don't actually do anything inside server tick
Completely removes server cost of static cameras and limits the cost of dynamic cameras
Switch back to the mainland view on the map screen if it closes while open
Fixed ghost ship map markers rotation and scale
Death screen now switches back to the mainland if the deep sea closes for any reason
Don't spawn map markers at all if they aren't in the appropriate mainland/deep sea area
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Merge from kinematic_asleep_magnet
Added a new kinematicWhileAsleep option for vehicle settings
Enabled for magnet crane
Merge from dropped_item_optim
Add stressTest_DroppedWeapons, drops the given number of ak's in front of the player, defaults to 500 if nothing is provided
Moved DroppedItem.CheckValidPosition into the existing dropped item queue with a 0.05ms budget
In theory this should be fine as the raycast goes from the last valid position to the current position, if there's some time between those two events it should resolve itself
In a test case of 500 guns this saves about 0.5ms/frame
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Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in
S2P all floating cities
Don't allow deployable corpses on boat hulls while in edit mode
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded
Update the death screen if we receive updated fog images from the server
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Run InitTreeGrid again in PostServerLoad on TreeManager, ensures that any trees that were loaded after the TreeManager during the save/load process are serialised and sent out to players correctly
Fixes tree billboards in deep sea not rendering properly after a save/load
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Merge from main (conflict on PlayerModel.cs, auto resolved)
Fixed being able to deploy objects on the top of the small ramp
More accurate shootable collision on small ramp
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