123,087 Commits over 4,171 Days - 1.23cph!
Merge: from steamworks_posix_fix
- Bugfix for mods not beign able to work with Steamworks.Linux.dll - we go back to shipping Posix.dll
Tests: Built server standalone for Windows and Linux from Windows
Bugfix: don't ship Steamworks.Linux, go back to shipping Posix for both OSX and Linux - this unblocks modders.
- Linux got renamed to LinxuEditor and is only loaded for editor
This takes us back to only shipping Posix.dll for both platforms, while enabling to wwork with the project in Linux editor. In theory, builds Linux -> Linux and Linux -> OSX should work as well, but not tested.
Tests: Built Server Standalone for Windows and Linux from Windows. Confirmed in both cases LinuxEditor.dll doesn't get deployed, and in Linux case Posix.dll is.
New codelockedhackablecrate prefab variants for modded servers - server owner request for minigame servers.
1. codelockedhackablecrate_no_build_radius https://files.facepunch.com/jacob/1b0111b1/Unity_bJNCZmkNDK.png
2. codelockedhackablecrate_min_build_radius (no build radius of 3) https://files.facepunch.com/jacob/1b0111b1/Unity_7dnq9b0kFb.jpg
Merge: from baseplayer_serverupdateparallel
- Optim: reducing allocs for UsePlayerUpdateJobs 2 codepath as much as possible(I think)
Tests: a bunch of 2p session on Craggy with UsePlayerUpdateJobs 2 and various interactions(occlusion, shooting, connect-disconnect)
Optim: UsePlayerUpdateJobs 2 - BasePlayer.WaitForTasks no longer allocs
Could be slower to wait like this, but I doubtr we'll have more than 30 tasks at sync points even on high-pop servers, so it doesn't matter
Tests: 2p on Craggy with UsePlayerUpdateJobs 2
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security tower mesh split and volume fixes
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Fixes to get things working again
Added `graphics.vram_report` command so we can begin getting the VRAM situation under control.
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Optim: UsePlayerUpdateJobs 2 - reduce garbage generation of BasePlayer.ApplyChangesParallel
Can't eliminate it fully till we get UniTask, but this should make a dent
Tests: couldn't test thoroughly as missing credentials, but it runs(and doesn't send) under UsePlayerUpdateJobs 2. Profiler confirmed less allocs
updated exhibit decor pack steam icon
Optim: UsePlayerUpdateJobs 2 - stop constantly resizing array, only grow it if needed
Tests: 1p on Craggy with UsePlayerUpdateJobs 2
Optim: UsePlayerUpdateJobs 2 - cache continuation actions
Prevents allocs when no batches are sent, while also makes it cheaper to send when we do have batches.
Tests: craggy with UsePlayerUpdateJobs 2 in editor + checked IL
Updaing the ambient probe for the scene view and preview windows when the game view isn't present
Fix missing terrain on tutorial island by reverting the material to be non-instanced.
Replaced proxy dock street lighting with dock lights.
Can no longer loot the input side of dropboxes from the other side
relax wall cabinet placement, able to place 2 side by side with ease in a 1x1
Merge: from baseplayer_serverupdateparallel
- Bugfix for slow metabolism and slow hostile timer accumulation on drawn weapon
Tests: compared healing rates of large medkit between UsePlayerUpdateJobs 0 and 2
Bugfix: UsePlayerUpdateJobs 1/2 - fix metabolism being slow
- Fixed by using correct delta times - use tick time length instead of deltaTime (as we accumulate deltaTime until we have a whole tick's worth, then step tick's duration)
- Also fixed marking player hostile if weapon drawn for long enough - same fix as above
Noticed same issue with another bit of code, but this one's wrong in vanilla flow as well - so leaving it as is till later.
Tests: compared rate of healing with log.level Combat 2 after using large medkit on UsePlayerUpdateJobs 0 and 2
Fix Invisible fire around Bradley APC debris, also fixes related entities.
added missing rhib buttons
Add mannequin image to general store and page
Added dials to control panel on rhib crane
rhib crane lods and prefab
moved volumes in a little on wall mountable spotlight so it deploys to all building tiers
Hazmat suit despawn rarity set
Fixed an issue where the Night parameters for light intensity, ambient multiplier, and reflection multiplier were all being forced to 0 via script
Scene cleanup / medical barge prefab
Revert change to calculating distance on MissionPoint
Floating city / LOD progress for some imrpovised walkway meshes / bridge variant for medical barge / medical tent decal
Add method to calculate remaining path length
Revert bad file change from merge
tweaked lod distances on clothing mannequin to cull sooner