130,597 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Adjusted chicken coop deploy volume
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed being able to receive multiple skulls from a single corpse while the harvesting modifier is active
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from faster_il2cpp_compilation -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Instead apply the IL2CPP arguments via `IPreprocessBuildWithReport` which allows you to override IL2CPP arguments per platform
- only apply to windows
 
                
                
                
                
                
             
         
        
            
            
            
                
                Revert the project wide IL2CPP arguments since it doesn't work on OSX with clang
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from faster_il2cpp_compilation -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Pass argument to IL2CPP to increase number of cores Link.exe uses
- reduces IL2CPP linking step by 22 min
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed raw fish having incorrect material
 
                
                
                
                
                
             
         
        
            
            
            
                
                relinked up small_junk human meat prefabs with new meat models and applied to underwater_labs module_1200x1200_4way_ladder prefab table and shelves
 
                
                
                
                
                
             
         
        
            
            
            
                
                manual merge from cookingv2/meat #6 
114426 
                
                
                
                
                
             
         
        
            
            
            
                
                manual merge from cookingv2/meat #5 
114423 
                
                
                
                
                
             
         
        
            
            
            
                
                manual merge from cookingv2/meat #4 
114422 
                
                
                
                
                
             
         
        
            
            
            
                
                manual merge from cookingv2/meat #3 
114419 
                
                
                
                
                
             
         
        
            
            
            
                
                manual merge from cookingv2/meat #2
 
                
                
                
                
                
             
         
        
            
            
            
                
                manual merge from cookingv2/meat #1
 
                
                
                
                
                
             
         
        
            
            
            
                
                reduced all meat textures to be no bigger than 512x512
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                removed placeholder items from craggy
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                overhauled meat prefabs, rebuilt all with updated meshes and textures, moved all meats to specific folders, tidied up folders, removed old and unused assets
 
                
                
                
                
                
             
         
        
            
            
            
                
                Missed Bee Grenade Texture Files
 
                
                
                
                
                
             
         
        
            
            
            
                
                Work In Progress of Bee Grenade Material setup
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                added meshes and materials for all new meat items, sss profiles
 
                
                
                
                
                
             
         
        
            
            
            
                
                Correct eye bone positions/skinning on all current player seeds
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from autoturret_servertick_optim
 
                
                
                
                
                
             
         
        
            
            
            
                
                Toggle the client warning zone trigger based on the peacekeeper flag
Set the exclude layers
 
                
                
                
                
                
             
         
        
            
            
            
                
                Strip the massive target detection trigger from the client
Set the exclude layers
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from building_privilege_cache
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▅▍▄▋ ▉▋▅▇▊▆▍▉ ▆▅▇▆▉ ▍▋ █▇▉▍▉▊ ▋▇▆▆▉ ▌▌▍█ ▊▍▇▉▋▌▇▌▆█▅▄ ▆▇▊ ▍▊▋▋▄█▊▄
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Ensure beehive lootpanel humidity correctly uses humididy token rather than inside token
 
                
                
                
                
                
             
         
        
            
            
            
                
                Longer clientside building priv cache when holding a wire tool + some optims
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed IsBuildingBlockedByVehicle cache return
Increased cache duration on flame turret and shotgun trap
 
                
                
                
                
                
             
         
        
            
            
            
                
                Custon cache duration for IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity
Comments
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from autoturret_servertick_optim
 
                
                
                
                
                
             
         
        
            
            
            
                
                Check if the autoturret has entities connected to its outputs before calling MarkDirtyForceUpdateOutputs
This will drastically reduce the time spent on AutoTurret::ServerTick on server with a large IO queue
Enqueuing turrets can be very slow because of the duplicate checks - temp solution until we back the IO queue with an hashset
 
                
                
                
                
                
             
         
        
            
            
            
                
                LifeStoryUpdate::UpdateTimeCategory now uses a 45s cached server building privilege
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added support for different cache duration in BaseEntity::GetBuildingPrivilege
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from profiling_improvements
- Fixes ProfilerBinViewer to display all available threads and fix invalid callstack depth calculation
- Fixes a bug that would prevent json from being generated on busy servers
- Fixes a bug with timelines being very-slightly out of sync
- Optim/Bugfix to filter out all constructors from being profiled
Tests: a lot of exports in the edittor and a bit of forced "bad" cases
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: ServerProfiler - properly filter out constructors
- Due to a typo (missing .) it would never match constructors and never filter them out
Using release libs built from ec8c5522
Tests: snapshot in editor on Craggy - confirmed no contructors were recorded.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: ServerProfiler - sync up non-main-thread timelines to main thread
Previously it was possible to have a small gap at the very start of the snapshot on non-main thread views.
Tests: exported a snapshot in the editor.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: ServerProfiler - properly handle sheared callstack at the start of worker threads during export
This revealed that I have a bug with non-main thread timing (things are slightly offset). Will fix next.
Tests: injected data that was tripping up the export originally. Validated that it does trip up before fix, and now exports correctly after fix. Exported 10 snapshots in the editor - no failures, and all look correct.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Flame turrets now cache the dominating building privilege they're linked to
If they don't have any linked TC, we use a server cached GetNearestBuildingPrivilege
Also adjusted the trigger exclude layers accordingly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed fog being black on some maps with HDR
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added clothing to vertical slice loadout
 
                
                
                
                
                
             
         
        
            
            
            
                
                Shotgun trap now uses server cached GetNearestBuildingPrivledge when not attached to a building
Skip trigger check if we can't fire
Set trigger Exclude Layers
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Bugfix:  ProfileBinViewer - fix callstack depth calculation
- Also replace RadioBoxGroup for threads with a Dropdown - turns out 50 threads radio buttons don't vertically fit my monitor. Who knew.
Hoping it's the same issue in the json exporter.
Tests: Opened a debug snapshot from official server.