139,079 Commits over 4,474 Days - 1.30cph!
Fix supermarket freezer causing "MaterialPropertyBlock index 0 is out of range" error
Changed painting UI inputs polling to event based, making it framerate independant
Should fix the various issues introduced with the input system update
Add PostOpaqueDepth component to sculpture camera to fix guide fx, and revert changes to BRZone shader
Optim: inline LPRQ segment logic, get rid of the overall queue
Perf test is averaging 2.8ms, improvement over FuzzyPool by 20%
Tests: unit tests + AllocDeallocMTShortLived(32,False) perf test
updated wooden arrow icon
Flyover and curve experiment
merge from f1menu_blur_fix
Crash site remains terrain alignment test
Removed blurring fade when closing the F1 menu (the blur is still there, it will just update the blur instantly on close)
Added variants of the control panel models for airfield with screen glass and screen depth, prefabs.
Modified the airdrop and chinook prefabs with the new models, pushed World UI elements into the screens volume
Optim: use same trick of oversized segment to avoid segment churn
Looks faster than FuzzyPool, noice
Tests: ran unit tests + select perf tests
Optim: inline segment storage and strip all ConcurrentQueue logic
My previous estimate of 10% degradation was off - it actually was 6ms vs 3.5ms. With these changes I consistently get 4ms for AllocDeallocMTShortLived(32,False) perf test - 15% loss, still acceptable
Tests: unit tests + AllocDeallocMTShortLived(32,False) perf test
tweaks to stone block materials to make edges more visible
Merge from PlayerMaintainedMonuments/powergrid
If Prediction=true then allow syncvars to be modified on the client, otherwise throw an error. Catches some possible issues with DeepSeaIslandMapMarker
Update powergrid convars
- Add convar for overriding which power stage green recyclers return to their full efficiency
- Removed delay between jobs in stage change work queue. Was mostly to get powerline poles lighting up in a sequence but we've since removed those lights
- powergrid.status now displays the required number of fuses for each stage
Debug log time remaining and phase.
Tweaks
Update(tests): port unit test fix from child branch
Tests: ran PoolTests batch of unit tests
Second pass of checks over monument blockers now new blocker LOD system is in, fixed broken LOD chains, set LOD distances, disabled shadows, tested
syncvar_ornateframe_initialiser_fix -> main
Revert ornate frame back to how it was before - should fix issues with text color not working properly in build
Merge: from main
Random Editor crash seems to be gone on latest
Moved the bullshit PipelineTests menu items to Tools/PipelineTests
final grid resolution set for rock sculpture
Clamp descent seconds so phase 2 is always full
Merge from PlayerMaintainedMonuments/powergrid
Rock sculpting pedestal - LODs
Merge from PlayerMaintainedMonuments
Update recycler offline english string
small gizmo and editor command fixes
Optim: use an over capacity segment to avoid segment churn
This keeps GC activity at 0. Perf seems 10% worse than Fuzzy, but it's acceptable. Though there's a bug somewhere.
Tests: AllocDeallocMTShortLived(32,False) perf test
- Improved red recycler activation feedback
- Ran S2P
merge from menu_close_blur_fix
Alpha fitter tool for automated alpha map processing to replace holes
Merge from satellite_crash
Satellite crash harvest and Satellite crate loot pass
jukebox
- updated emission lighting texture on the jukebox with refined pass
Added serialized name for animals
Extend LookAtFarmAnimal that we used for chicken coop to display livestock animals
Added ai.renamelivestock convar
Support non-instanced terrain holes when using a unique mesh instead of holeshape
merge from PlayerMaintainedMonuments
Remove an unused 2mb texture from the chicken coop UI
Boilerplate for animal breeding, triggered via console commands for now