136,117 Commits over 4,324 Days - 1.31cph!
Merge: from expand_perf_telem
- Update: object work queues now send their budget time + an aggregate record
- Update: frame_profiling now contains extra fields about invokes and a pre_lateupdate timing record
Needs a bit of backend work to fully finish this.
Tests: uploaded to backend, inspected what arrived
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Update: couple analytics fixes:
- new TimeSpanExt.FromMicroseconds utility to get sub ms timespans
- changed CSV data pushing to object_work_queue_2 and frame_profiling_2
- moved BudgetTime to be last field in the CSV blob for object_work_queue_2
Tests: inspected csvs on backend
New deployable test to check things can't be placed clipping inside construction / boat construction
Finds almost 100 cases
Boxes DLC - LOD distances normalization pass
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Added and Setup Makeshift Coffee Table Prop Folders and Materials
Imported Makeshift Coffee Table Prop Textures
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Merge from boatscientists_mission_fix
Mission to kill deep sea patrol boat scientists now fails if the deep sea closes
- Fixed refreshing of paintable gameobjects when their Materials/MaterialPropertyBlocks have changed
- Added an UpdateInstance method for fallback renderers as they weren't being updated
- Prevented renderers for unintentionally using the wrong MaterialPropertyBlocks that were meant for other renderers
merge from dobuild_optims
Updated the privilege helpers in Safety/Check to use PrivilegeCacheDefaultValue() instead of hardcoded defaults
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Fixing outbreak sprayer skinning and prop joint position
minicopter ik target updates
Boxes DLC - fixed storage adaptors and Renderer LOD in armor box
Merge: from remove_old_occlusion_group_logic
- Clean: ServerOcclusion now uses new occlusion group logic by default, old logic ripped out
Tests: ran unit tests
Clean: remove old occlusion group code
- removed -enable-new-server-occlusion-groups command line
- cleaned tests
Tests: ran occlusion group unit tests, all 144 pass
Updating burst cloth for Dracula cape
Show Deploy & Edit option even if unable to deploy in current location. Show "Unable to deploy & edit in this location" error when trying to use it,
added ShieldHeldEntityOffset script to the remaining weapon entities that can be paired with a shield
Merge from wildlifecull_wolf_fix
Add Wolf2 to eligible animals for Wildlife Cull mission
Merge: from delete_obsolete_pool_api
Tests: compiler simulator in editor
Clean: remove deprecated Pool api - they've stayed 1 year longer than supposed to
- replaced internal usages
* Pool.GetList<T> -> use Pool.Get<List<T>> instead
* Pool.FreeList<T> -> Pool.FreeUnmanaged
* Pool.FreeListAndItems<T> -> Pool.Free(ref obj, true)
* Pool.ClearList<T> -> write your own
* Pool.FreeMemoryStream -> Pool.FreeUnmanaged
Tests: compile simulator in editor
set obsidian knife entity to use r prop, zero'ed weapon root and set holdtype to combat knife. also added ShieldHeldEntityOffset script
Adding door mats meshes and textures and light fixtures blockouts
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Refactor fsm transition->state parameter passing (eg for grenades, covers etc), not super happy as it feels very "blackboardy" but couldn't find a way to do it with polymorphism/interfaces without boxing structs
Unify health display behaviour for boat specific building pieces: only show health when the boat is editable and under regular conditions (hammer, etc)
merge from dobuild_optims
Boxes DLC - improved ammo box icon, removed lid transparency
Reordered a check in server Planner::DoBuild to save a CanBuild check if the construction can bypass building permission
Show the correct rotate icon, not power icon, for the Rotate sail option.
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Hurts my heart but adding an offset to the m15 entity so it fits in the hand and can use the default pistol anim set
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Large Wooden Box Skins - updated icons to match community skins
Fixed another missing Profiler.EndSample in AntiHack::IsInsideMesh
Removed the prefab lookup in SleepingBag::CanBuildBed
We now only call SleepingBag::CanBuildBed in DoBuild if the construction is a sleeping bag (we have a isSleepingBag field cached during PreProcess)
Re-ordered the checks in server Planner::DoBuild, so we can return early and avoid the expensive CanBuild
Fixed missing Profiler.EndSample in AntiHack::IsInsideMesh
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