111,845 Commits over 3,928 Days - 1.19cph!
Updated the tech tree dialog to use pooling instead of instantiating and destroying it's contents when switching tabs
Halves the opening time (155ms->77ms) and GC (6.4mb->3.6mb)
'selectitem' command fixes/improvements:
- wait for the MoveItem RPC to be completed before selecting the belt solt
- if the item is present in the belt, just select it instead of moving it to the belt slot 0
- when moving the item from the inventory, take an entire stack instead of a single item
- Can now drag a stack of items onto another item in a container with a lower stack limit to swap them over. The item with too many will split itself and only carry over the amount that fits. The move will only fail now if there's no inventory space for the extra item.
- Similarly, can now drag-swap admin-created items with more than the usual item's stack limit. The item will be split, but the swap move will now work successfully.
merge from io_seismic_sensor
merge from electricity_sideinputs_drain_fix
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Call OnEntityLeave when force removing an entity from a trigger, fixes destroyed entities not cleaned up from the triggers' entityContents list
merge from analytics_dump_hierachy_formatting -> main
Added rigged model (separate model for now)
shadowed window mesh for interior of barred window, positioned turrets correctly
Fix components incorrectly marked as "unsupported" for enabling/disabling
- renderers
- particle systems
- LODGroup
merge from analytics_dump_hierarchy_formatting -> main
merge from analytics_asset_warmup -> main
Add ability to see what is enabled vs disabled for `GameObject.Hierarchy.Components.txt` from `dump` command
- Components show a checkmark if enabled vs disabled, they show a `~` if the component doesn't support enabling
- GameObjects show a `+` if active & `-` if disabled
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Add asset warmup & world spawn timings to `dump` command
- output to csv so it can be opened in excel
- don't output if there are zero data points
- reset the world spawn timing every time a new map is loaded
- Asset.Warmup.csv
- World.Spawn.csv
split off indicator lights, set up emissive uv2, first pass on emissive textures for unique and transparent materials
Merge from fix_unity_hook -> main
Remove some unnecessary updates
Move LagSpikeProfiler.enabled into the record method
Show editor's email instead of the server name when in the editor (so it's easier to select a server in grafana)
Move uploader creation into it's own method EnssureUploadersCreated()
Ensure invokes are reset when we start recording so we don't get the cumulative stats since startup
Move Reset() methods outside of serialize methods
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Improve readability of code
- move try catch & "enabled" check into each Serialize() method
- move some Serialize() methods into their profiler classes
- set default enabled state in each profiler so the convars reflect what is turned on
Messed up my last commit, re-applying 98711:
'pipette' command can now copy items skin
'selectitem' will also try to select item with the same skin in your inventory
'pipette' command can now copy items skin
'selectitem' will also try to select item with the same skin in your inventory
Added client flags for braking, pulling over and lights
Expose overall stock
Swap vendor check to a distance check
Expose refill time
Set vendor up to just have 1 of each item
Expose refill time
Increase brake power
Reduced check radius
player update. 3p updated chainsaw anims exported
- correct WaterFactor handling with eye height
- corrected deployable spawn orientation
- driving animation with throttle input
Switched method of equipping
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Fixed incorrect patron wait condition
Fixed a potential OOB error when clearing wires
Added CallsPerSecond attributes on SeismicSensor, Electrical Branch and WireTool RPCs
Codegen
fix for 3p captive struggle anim not working
Spawned vendor now points in the direction of initial travel
Client stop targets discarded
Added vendor fronts to new WIP model
Removed DDdraw's
Removed redudant ServerInit in vendor front