148 Commits over 31 Days - 0.20cph!
Fix other people's night vision goggles glowing even if they're disabled.
merge glass_fix_resourcerefs to main
Update related monument prefabs
Fix overlapping metal/glass colliders in shop fronts and security doors.
Add small_glass to query vis job runner, only run terrain ignore checks if rays hit terrain, bump max hits to 4.
merge fix_invoke_handler_errors to main
Fix InvokeHandler being left in scenes, which caused error spam when entering play mode.
merge fix_hp_post_restart to main
Load modifiers before metabolism, otherwise metabolism will set always cap the player health to 100 after a server restart rather than the modified max health.
merge glass_fix_resourcerefs to main
Remove refs, compare physics materials by name instead. (physics materials don't have guid to paths baked.)
merge fix_static_respawn_areas to main
Fix static respawn areas no longer showing up after optimizing player bags.
merge compile error fixes to naval update
Disable more burst attributes for place entities offshore
merge compile error fixes to aux
merge compile error fix straight to Aux to test
Disable burst compilation on GenerateSpawnPoints for now, its not used anyway.
merge naval_update to Aux
merge from fix_burst_compiler_errors to naval_update
Move GenerateSpawnPoints job to its own file.
merge /main/glass_fix_resourcerefs to main
Fix query vis glass being broken in builds, add [GuidRef] attribute to draw a property drawer for generic ResourceRef fields.
merge from buried_item_null_checks
Add null checks for buried item creation.
merge static field reset code gen improvements back to main.
Add support for constructors in ResetStaticFields, handle arrays initializers with Unity struct types.
merge query vis job runner NRE fix to main
Fix NRE in query vis job runner.
Remove placeholder ghostship_basic from ProceduralMapEmpty
merge from ghostship again
merge hardcore_commands to main
Add pooling to ghost ships
Fix collisions, loot spawning, doors and other entities on the ghost ship.
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Fix entities offshore, add test game objects for now to test spawnpoints
Ignore glass in query vis jobs
Return spans for sleeping bags.
Cherry pick sleeping bag optimization to its own branch and update from main
Unsubtract nametag/terrain hole fixes. Only invalidate terrain hole raycasts if a raycast hits terrain.
Leftover demo UI changes from hackweek
Use seconds instead of ms for demo time now that we're using doubles.
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Fix demo.timescale jittering below when set to a value below "0.2" (below 1ms delta), now its completely smooth even at "0.01"
This unfortunately breaks demo compatibility.
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