201,510 Commits over 4,171 Days - 2.01cph!
Fixed phrases using the same key and english being ignored by the phrase update
Fixed bbq loot panel title
Connect together faces when entity links update
Fix debug points for walls
Bugfix: players go back to sleep on disconnect on a server with UsePlayerUpdateJobs 2
This looked scarrier than it ended up being. One concern left to investigate - looks like I'llbe able to merge it in tomorrow
Tests: 2p session on craggy with UsePlayerUpdateJobs 2
Fixed 4 conflictings phrases
- setfreq_desc
- spin_desc
- drink_desc
- open_loot
Skip phrases in EntityMenu.cs, we catch these by attributes
Added a check looking for unused phrases and conflicts
Removed some unused/duped phrases
Add debug points to faces so we can ddraw better visualizations for the faces
Fix backface check for 180 degree faces not working due to needing a bigger offset with the normal
Make logging "a little clearer"
Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
Linearise colour values before storing them in the instance data buffer
Some fixes for the phrase contexts update, it wasn't catching everything
Cleanup/polish indirect instancing tools
more WIP on bunker entrance
Optim: NetworkPositionTick - skip transform access
Tests: none, trivial change
Optim: inline virtual calls in SendNetworkPositions and skip transform access
Tests: 2p seesion on Craggy with UsePlayerUpdateJobs 2
Tooltips now use phrases
Converted and reserialized all UI prefabs using tooltips (~130 prefabs)
Update: simplify SendNetworkPositions
Decided against parallelizing with tasks as it looks to be taking only ~0.3ms on a 350pop server
Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
Clean: fix formatting
Tests: none, trivial change
Bugfix: fix failing WaterLevel tests
My ReadOnlySpan caused it, as we had hardcoded access to the global PlayerCache (which we don't use in tests).
Tests: unit tests pass
Small Cleanups:
- use Mathf.NextPowerOfTwo in BufferList
- remove CommandMemoryBase.damage_bitmap
- revert changes to MainCamera
- remove FormerlySerializedAs in RendererLOD
Update: rename BasePlayer.playerCache member var -> BasePlayer.PlayerCache
It was hiding the source of a bug, as func params have lower case name
Tests: compiles in editor
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Some refactoring, make sure prefab phrase contexts arent stomped when running the phrase update
Fixed persistent assets in lists being explored as potential phrase contexts
Clean: prefer ReadOnlySpan<BasePlayer> instead of playerCache where possible
Makes it easier to guess things at a glance.
Tests: ran all relevant unit tests(discovered WaterLevelTests are failing, will investigate next) + 2p session on craggy with UsePlayerUpdateJobs 2
Indirect Instancing Integration Candidate 2
convar to help test prepare for missions
Revert back to simpler save method
Abandon mission instead of trying to use reset to defaults
Update: demote PlayersToFinalize, PlayersToValidate, PlayersToRecache from being global caches
Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
Update: demote PositionChanges from being a global cache
Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
Keep instancing disabled by default
Strip debug code out into separate files
Merge: from occlusion_rework
- Fix for occlusion queries not being commutative
- Reenable occlusion frame cache and expand it's use to full frame
- Server occlusion deduplicates queries
- minor API restructure (might affect mods)
Optim: ServerUpdateParallel - update player subscription groups just before we run sever occlusion update
This ensures that server occlusion frame cache is built from up-to-date occluders, and allows to save on more occlusion checks downstream in ConnectedPlayersUpdate
Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
Remove old unused job code