130,565 Commits over 4,232 Days - 1.29cph!
    
    
    
        
        
            
            
            
                
                Added new kill commands:
- killplayerinview: kill the player you're looking at
- killplayersradius: kill all players within the given radius
 
                
                
                
                
                
             
         
        
            
            
            
                
                env_fog_controller SetMaxDensityLerpTo & HDRColorScale
Added some editor icons from CS:GO
env_texturetoggle, light_directional, logic_autosave, func_instance_parms
Added logic_random_outputs
Hammer: Ensure Input/Output colums fit header text
So its not "P...", "O...", etc.
Hammer: Fixed map instances being added to recently opened
Only manually opened files are added to recently opened files
Hammer: Fixed  certain inputs having wrong descriptions
The output tab was adding every single input from the entire map into the dropdown, and then hiding unwanted ones, causing name collisions
Now only adds inputs from target entities if there are any valid ones, if not, THEN we add all of them.
Update Hammer splash, so it appears less buggy
Added fog_volume
Only fog_controller changing for now, fully functional, no need to wait for update
Fix ViewModelFlip making view model sway backwards
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from crafting_update/workbench
 
                
                
                
                
                
             
         
        
            
            
            
                
                hopper, fridge and bee grenade techtree placement - S2C
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from jungle_biome/jungle_foliage
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from ballista_mat_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix attempt for the red ballista in builds
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed various spawn population filters
 
                
                
                
                
                
             
         
        
            
            
            
                
                Jungle has forest splat
Jungle has alt topology (including nearby forest / forestside areas to prefer deciduous trees next to jungle, looks slightly less odd)
Jungle avoids transition areas from temperate to other biomes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from fix_no_scientists_on_cargoship
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix scientists not spawning on cargo ships
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Subtractive Merge (114985) Removed DLSS fix as it's still causing crashes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from eventrecord_allocs
- Reduces the number of allocations caused by our server-side analytics
- New "analytics.small_buffer_send_limit" persistent ServerVar to reduce task scheduling overhead. Set -1 to return original behavior.
Tests: ran existing analytics unit tests, booted server in editor.
 
                
                
                
                
                
             
         
        
            
            
            
                
                tiger drag anim sped up and moves further
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: none, no conflicts
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Clean: remove my testing setup
Test: none, trivial change
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: send small server-side analytics events using the same task thread
- Controlled via analytics.small_buffer_send_limit - to disable, set to -1, to enable for everything set to 
999999
- Default to 16KB
- Preserved between server restarts
This avoids ~1KB of allocations just to schedule another async task per upload. On busy servers(100pop) this can save 0.8MB per frame.
Tests: booted in editor to check the command presence
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tiger drag corpses away when approached while eating them
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from effectscale_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed effects using EffectScaleWithCameraDistance being incorrectly scaled when far from the world origin
We were calculating the cam distance based on the effect local pos instead of its world pos
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                remove/disable unused stuff
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Fixed Triangle Railroad Planter not having a backface allowing players to look through it on a triangle floor grill
 
                
                
                
                
                
             
         
        
            
            
            
                
                disabling/enabling wheel colliders with sleep state to reduce overhead
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Bugfix: EventRecord.AddField(bool) now respects it's param
Lucky for us, wasn't used anywhere outside of tests.
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Created master swarms. These swarms output a small swarm every 1 minute (total up to 3)
Bee grenade now uses new swarms
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: adding a couple perf tests for EventRecord
- also removed one of profilign scopes since I don't need it anymore
Used them to check if packing EventRecordField would give any perf benefit, and it's a no - indistinguishable from noise.
Tests: ran the new tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Prefabbed some missed sections of walkway. Replaced meshes in zigg scene with prefabs. Updated asset gym.
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Tweaks to CookingTable lighting to stop bleed onto the top shelf where food being cooked is now shown.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                reset weather update sequences when enabling clouds
 
                
                
                
                
                
             
         
        
            
            
            
                
                LOD0 and prefabs setup condenser tanks smalls
 
                
                
                
                
                
             
         
        
            
            
            
                
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                HBHF sensor optimisations: 
Reduced the trigger radius to 11m, closer to the sensor max range (10m)
Disable the detectiong trigger when the sensor is not powered
Set the exclude layers