127,932 Commits over 4,201 Days - 1.27cph!
merge from fix_boat_drift -> naval_update
Add parenting to NPCSpawner and set it up for ghostships
Shrink ValidBounds back to 8km * 8km (old size) and rely on ValidBounds checking the DeepSeaBounds separately (we already added it but were both increasing the size & checking if the entity was inside the deep sea)
Fixed deep sea marker not extending to the end of the screen
RPG7 - viewmodel and texture update
Rust 12th Birthday Cake - Updated model asset, added textures and created subsurface profiles. Icon display updated.
Fix players nearby being teleported into the water below when a boat is purchased at fishing village
For players to be "nudged" they now need to additionally intersect with a trigger instead of just being inside the nudge radius
S2P fishing villages
merge from ui_overhead_optims
Fix scientists walking through the container on ghostship_d
Add large vehicle colliders to the outside of boat building area to prevent other boats entering when in edit mode.
Extra safety check for parent when destroying blocks/deployables in BBS menu option.
- fixed deep sea default ocean values
- take shortest distance to shore when copying into overlapping data
Fixed another issue with boat items not being placeable in certain situations.
Added option to Area/Sphere checks to ignore the forced large vehicle vicinity check.
Casino remaining LODs
CH47 static variant prefab
Casino prefab fixes
LoadingScreen toggles its soft mask
DeathScreen toggles its canvas too
exported latest rpg skin anims and rig
Crafting, inventory, contacts, conversation and clan screens toggle their canvas when hidden
Saves an extra ~0.05ms per frame
Buildfix: add missing namespace using
Tests: none, trivial change
Merge: from analytics_track_menu_times
- Client analytics now aggregates frametimes, lag spikes and gc events into InGame, MainMenu, Inventory, Crafting, Contacts and Map groups
- Skip sending lag spikes and gc counts if there were none during performance logging tick
Tests: observerd client_perf analytics ticks in editor with debug code
Clean: remove unused namespace using
Tests: none, trivial change
Add bulk texture importing, to quickly load a skin within the workshop scene
Clean: remove debug logging
Tests: compiles in editor
Optim: don't emmit lag spikes and gc counts if there weren't any during analytics ticks
Tests: observed couple client_perf ticks in editor
Set some texts as non static in the server browser
Restore the text caching in UI_Page, but only for non static texts
Fixed soft masks still wasting time masking when their root canvas is toggled
Merge from anchor_sockets
Using sight and flip pitch support for the rear turret
Lets the rear sight skip by the ballistics check
Final tweaks and usability
Bugfix: no more use-after-free for Frametimes
- also reimplemented the fix from previous CL, as it was part of the problem
Tests: in editor spawned on craggy and opened main menu for multiple client analytics ticks - no more exceptions
Disable overlay canvas when the menu is not visible
Commented UIExtraCallbacks, not used as UI particles aren't working in builds
Disable the loading spinner gameobject in the home hero modal when its hidden, was causing canvas rebuilds
Update: Client Analytics - categorize client frametimes, gc_count and lagspikes
- Bugfixing leaking a couple List<TimeSpan> containers
We now filter those out to InGame, MainMenu, Inventory, Crafting, Contacts and Map frame types and aggregate per type. Everything apart from InGame aggregates slightly reduced info set. New analytics is backwards compatible.
Tests: left it running with debug logging. relevant info seems to come through. There's a bug with use-after-free of List<TimeSpan> - will fix next
First implementation of hybrid monster meshes
Ballistics::GetBulletHitPoint now supports an ignore entity, so that I dont need to make sure it has a clear LOS
Minor rear PT Boat turret changes
baked tropical2 shorevectors
handle inactive terrain in bakes
deep sea shorevector map initializes as ocean
Prevent fire extinguisher from dismounting the current player on the pt boat
hull.triangle sockets setup
Initial setup to fix scientists trying to shoot through glass
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for (previous commit didn't go through)
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