130,553 Commits over 4,232 Days - 1.29cph!
    
    
    
        
        
            
            
            
                
                Skinning fix for 50 cal front left
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: new ServerProfiler with more filters
- Built on 276b03cf
Excludes a bunch of BasePlayer, BaseEntity, BaseNetworkable light functions, Native calls to RakNet and EAC, StableCache iterators.
Tests: booted in editor, took a snapshot of 10 frames
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merged mannequin changes branch into floating cities
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Material ID reduction on some floating walkway pieces
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Krieg shotgun viewmodel updates
- Camera shake now matches pump
- Added camere effect to ADS fire
- Only plays the ADS fire if staying in that state
- Blend/transition updates in the animator
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added leg and feet separation to the mannequins
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Add ability to hide mission markers on map and compass per objective. Set this up for underwater labs mission, so compass marker disappears whilst within the vicinity of the lab. Marker stays visible on map to indicate the general mission area
- Modify mission location to belong to each objective rather than a single mission location belonging to the mission instance to enable having more than one marker for a mission active at once (not fully setup yet)
- Add some client equivalent methods on missions for Think and OnObjectiveStart. Did not end up using these but leaving them as could be useful
- Separate out the methods for flagging missions protobuf data as dirty and saving that data. Saved a few instances where we were uneccessarily generating and sending data more than once in a server update cycle
- Made ObjectiveStatus poolable and removed associated allocations
- Fix kill entity mission objectives being incremented twice if kills from team members are enabled
- Fix mission fail timer not using Unix time
- Bump network protocol due to updated protobuf
 
                
                
                
                
                
             
         
        
            
            
            
                
                removed all the debug logs I forgot about
 
                
                
                
                
                
             
         
        
            
            
            
                
                added TriggerParentDelayedExit that defers Unparenting by small amount, allows bridging small gaps in parent volumes seemlessly without needing to find them algorithmically
- replaced all TriggerParnet in BoatBuildingBlocks with this
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enable repair for boat building station
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Floating city 3 / replaced redundant entities / scene2prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove dismount transforms from PlayerBoat prefab
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Optim: Set Pool<BufferStream> capacity to 32k (sum of NetRead and NetWrite caps)
We end up eating up default capacity on busy servers(1.1k BufferStreams on 330p server), causing allocs. This should help avoid that.
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
            
            
            
                
                Shortened bird poo decal effect. Cabin no longer enterable
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove dismount overrides from PlayerBoat now they're not needed
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from parenting_improvements
 
                
                
                
                
                
             
         
        
            
            
            
                
                compile fix for BaseMountable change
- switched out client-incompatible check to an explicit disabling of the behaviour from the vehicle parent instead
- set flag on PlayerBoat only
 
                
                
                
                
                
             
         
        
            
            
            
                
                Refactors to LoadedAmmoWorldModel from feedback
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: UsePlayerTasks - pre-allocate NetWrites when sending snapshot queues
This should reduce contention on the Pool<NetWrite>'s lock and let worker threads blast as fast as possible. Will need to revisit after measuring the pre-alloc overhead for main thread.
Tests: On Craggy with UsePlayerUpdateJobs 2 flew away from island's network range then back - entities were where there have been before flying away.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Restore return for invalid dismount positions, not affecting us anymore after moving seat positions
 
                
                
                
                
                
             
         
        
            
            
            
                
                Replaced redundant entities with props in all floating city barges and walkway prefabs 
Created a prop version of the electric furnace prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Large oilrig S2P (fixes old scientists spawning again after merge from main 134314)
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from parenting_improvements
- just the stairs parenting volume
 
                
                
                
                
                
             
         
        
            
            
            
                
                gave boat stairs their own parenting trigger volume
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from bbb_deploy_changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix hit particles not rendering
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disable MarkAttackerHostile on two more entities
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix MountedWeaponSeat NRE
 
                
                
                
                
                
             
         
        
            
            
            
                
                Push the wander direction away from the wall if it gets too close. Hopefully this will stop scientist boats congregating at the corners of the deepsea for no reason
 
                
                
                
                
                
             
         
        
            
            
            
                
                naval_update -> pt_boat_2
 
                
                
                
                
                
             
         
        
            
            
            
                
                scientist_boats_gameplay_2 _> naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                pick up fuel when picking up boat engine
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix fingers not working on reload animations
 
                
                
                
                
                
             
         
        
            
            
            
                
                More PlayerBoat prefab cleanup
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_ice_skin_particles to fix chainsaw fx lighting issues
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge the two separate layers/loops into one for GetDeployedEntities
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed broken towel lods and floating props in casino
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deep sea icon for the map and death screen toggle button
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove BoatBuildingBlock.ForceDeployableSetParent override.
BoatBuildingStation.GetDeployedEntities() now grabs consutrction layer non-building block entities (doors, windows, etc) to parent them instead of relying on previous BBB override.
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Removed the collision on the deep sea portal buoys