137,921 Commits over 4,324 Days - 1.33cph!
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Clean: leave a note why we're not running water traces and raycs concurrently
Tests: none, trivial change
- Region bug fixes
- Ensure category button starts counting players again
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Fixed 52 prefabs clipping with the vehicle_large layer, mostly IO stuff 2/2
Fixed 52 prefabs clipping with the vehicle_large layer, mostly IO stuff 1/2
Swap in improved IOSwitch Icons
merge from fix_copy_paste_duplicate_entity/refactor -> main
Go through the SetHeld flow for weapon scientists to allow the lights to be turned on by SetLightsOn
More WIP:
- Store closest regions to our local machine on start up so we can sort via distances to data centres
- Fix has known region code
- Ensure browser ping estimates are back on false
- Region ranking system
Update: remove TestLineOfSightBatched unit test as we never implemented the batched version (I think?)
Tests: ran all GamePhysics.UnitTests - now they all green
merge from main -> fix_copy_paste_duplicate_entity/refactor
Correctly clear Busy state on BBS load (again)
Fix some cases where scientists were still seeing you too easily through smoke
merge from paste_autocomplete -> main
List possible paste file names when using `paste` convar with an incomplete filename
- don't actually autocomplete so we don't accidently paste a huge build unintentionally
Further progress on the deploy volume tests, fix a bug which finds 20 more cases
Fix naval scientist flashlight/lasersight not working
Remove option to have transitions and state not receive a payload, it's less bug prone
Increased BoatBuildingStation::GetStationOverlappingPosition grid query radius from 2 to 20,
It must be large enough so the grid can always find the station regardless of where inside the build area we query from
Fixes IO entities on land connectable to edit mode boat sometimes
merge from wallpaper_playerboats
Fixed pooling issue with wallpapers, make sure to reset the skin before applying
Merge: from expand_perf_telem
- Update: object work queues now send their budget time + an aggregate record
- Update: frame_profiling now contains extra fields about invokes and a pre_lateupdate timing record
Needs a bit of backend work to fully finish this.
Tests: uploaded to backend, inspected what arrived
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Update: couple analytics fixes:
- new TimeSpanExt.FromMicroseconds utility to get sub ms timespans
- changed CSV data pushing to object_work_queue_2 and frame_profiling_2
- moved BudgetTime to be last field in the CSV blob for object_work_queue_2
Tests: inspected csvs on backend
New deployable test to check things can't be placed clipping inside construction / boat construction
Finds almost 100 cases
Boxes DLC - LOD distances normalization pass
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Added and Setup Makeshift Coffee Table Prop Folders and Materials
Imported Makeshift Coffee Table Prop Textures
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Merge from boatscientists_mission_fix
Mission to kill deep sea patrol boat scientists now fails if the deep sea closes
- Fixed refreshing of paintable gameobjects when their Materials/MaterialPropertyBlocks have changed
- Added an UpdateInstance method for fallback renderers as they weren't being updated
- Prevented renderers for unintentionally using the wrong MaterialPropertyBlocks that were meant for other renderers
merge from dobuild_optims
Updated the privilege helpers in Safety/Check to use PrivilegeCacheDefaultValue() instead of hardcoded defaults
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Fixing outbreak sprayer skinning and prop joint position
minicopter ik target updates
Boxes DLC - fixed storage adaptors and Renderer LOD in armor box
Merge: from remove_old_occlusion_group_logic
- Clean: ServerOcclusion now uses new occlusion group logic by default, old logic ripped out
Tests: ran unit tests
Clean: remove old occlusion group code
- removed -enable-new-server-occlusion-groups command line
- cleaned tests
Tests: ran occlusion group unit tests, all 144 pass
Updating burst cloth for Dracula cape