127,037 Commits over 4,171 Days - 1.27cph!
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2 Dome diesel spawns moved to puzzle
commit of annoying material list that keep modifying until committed
carrying on with lighting pass, fill lights for bespoke segments throughout floating city 2
added some dim fill lights to bridge prefabs to accelerate lighting throughout levels wherever they are
subtract
132376 merge from monument_notification_sounds
merge from monument_notification_sounds
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merge from satdish_puzzle
Fixed BP fragment not spawning after being looted at satelite dish monument
Replace normal sprinkler visuals with "new" sprinkler_model in electric.sprinkler.deployed prefab
Add new sprinkler_model prefab that has two set of renderers: one for skinned meshes and one for normal renderers
- reduce skinned LODs from 3-> 2 since the AnimatorLOD will turn off the renderers once they are past 25m (meaning it will switch to placeholder renderers)
- reduce unskinned LODs from 4->3 since the 4th LOD was messed up (still hide after 100m)
Add SkinnedPlaceholder component that will switch between skinned & normal mesh renderers depending on the animator being active
- can check animator for bool parameter and check if it's in a known inactive state
- poll every 5s (configurable) to see if the animator is inactive
- send event when the animator is activated from EntityFlags_Animator
merge from modding_cui_merges -> main
Fix verticalNormalizedPosition not starting at 1 (top of screen)
- fix pivot missing from normal UI elements
- fix rotation missing from ScrollRect
Make new empty methods for oxide to hook, original ones got deleted when fighting with codegen
merge from main -> modding_cui_merges
merge from optimize_windows_console -> main
- fix colored text being logged on main thread instead of queued to console thread
merge from fix_puzzle_reset_analytics -> main
Fix puzzle analytics having "Submit()" commented out. whoops
Switch the default limitBias of the effect mipmap group from +1 -> +0 to rule out the mipmap from being stripped out at build time (even though the setting is disabled, who knows)
merge from main -> test_effect_quality
Fix showing "Died to KillerName" with random death reason when joining a server at the start of a wipe
- caused by lifestory being persisted from a previous wipe in the death database
- include wipeId inside the LifeStory protobuf and invalidate the lifestory when loading if the wipe id doesn't match
Fix nothing actually rendering with new Graphics.DrawMeshInstancedIndirect based draw call submission
Fix NRE in Indirect Instancing debug overlay
Add agressive optimisation attributes to the hot path of Indirect Instancing.
Buoys spawned closed to the entrance portal
Some cleanup, baseline for climate effects when crossing the portals
Fixed entrance portal spawning out of the terrain margin on small terrain maps, player were killed before reaching it
Make username optional field since it's not included anymore
Optimize turret & TC to use HashSet<ulong> instead of List<PlayerNameID>
- makes it faster for them to check auth
- protobuf data still uses PlayerNameID but only saves steam id for backwards compatability
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Apply oil rig changes via S2P
Add support for different sounds for large/small oil rig
merge from naval_update/island_scenes
Optimize BasePlayer.FindById() since it's used throughout the codebase
- add Dictionary<ulong,BasePlayer> for online & offline players
- speed up string search methods by first seeing if the string is a steam id & calling FindById() methods first
updated viewmodels anims, re-designed animator