128,769 Commits over 4,201 Days - 1.28cph!
    
    
    
        
        
            
            
            
                
                allocation_reductions -> main
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: remove false-positive log for deferred player destroy
- remove unnecessary override
Discovered when spactating a player that constantly toggles invis. Doesn't fix the NRE itself, but further reduces false-positives. Still looking for the root cause
Tests: spectated a player constantly toggling invis
                
                
                
                
             
         
        
            
            
            
                
                Preset list capacity on active renderer effects (stops list reallocations at runtime)
                
                
                
                
             
         
        
            
            
            
                
                Stop UI_Hero_Infobox keeping running its update method for no reason when the menu is hidden.
Restore the update loop when menu is open again.
Saves 40 bytes a frame
                
                
                
                
             
         
        
        
            
            
            
                
                Changed the order of steering wheel dismount positions so the nearest one is attempted first
                
                
                
                
             
         
        
            
            
            
                
                merge from small_engine_reverse
                
                
                
                
             
         
        
            
            
            
                
                menu options split between foward/reverse gear toggle
- also fixed on/off options using the same string token by mistake
                
                
                
                
             
         
        
            
            
            
                
                Stop PostProcessingLayer stealing a whole 1 KB/s
This was due to profiling using a formatted string, a very minor mistake that we paid in allocations on every client.
- Profiling was using a formatted string in a hot loop
- Hide this behind convar: graphics.detailed_postprocessing_profiling
                
                
                
                
             
         
        
            
            
            
                
                switched stair zipline platforms for flat platform ones
                
                
                
                
             
         
        
            
            
            
                
                exported updated 3p rpg skin anims
                
                
                
                
             
         
        
        
            
            
            
                
                Fix DLSS breaking with GetTemporary. 
Pass a texture descriptor struct to ask for a random write texture.
                
                
                
                
             
         
        
            
            
            
                
                Quick cleanup after merge issue
                
                
                
                
             
         
        
            
            
            
                
                Small engine anim code/setup
                
                
                
                
             
         
        
            
            
            
                
                merge from small_engine_reverse
                
                
                
                
             
         
        
            
            
            
                
                Added a TimeWarning for the recalculation of UV distribution metrics when batching
                
                
                
                
             
         
        
            
            
            
                
                invert rudder control when reversing so it doesn't cancel out
                
                
                
                
             
         
        
            
            
            
                
                Dont allocate new RenderTextures every frame in PsotProcessLayer.RenderScale()
Lets use RenderTexture.GetTemporary instead
Savings in render loop (roughly):
- AsyncTextureLoad.Texture (.4 ms)
- Texture2D.LoadRawTextureData (.1 ms)
                
                
                
                
             
         
        
            
            
            
                
                Gave SmallEngine a reverse option, provides half the force backwards
- TurnOn/TurnOff interactions are instant now and on the radial menu rather than holding
                
                
                
                
             
         
        
            
            
            
                
                Only requesting mipmap level change to items added to hotbar and clearing it for items removed from hotbar after 1 second
                
                
                
                
             
         
        
            
            
            
                
                missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
                
                
                
                
             
         
        
            
            
            
                
                Initial sqlite save/load for relationship manager
- For now only save/load last team index to db, ensures in the event of a relationship manager rollback we will never have duplicate team ids
- Remove dead RelationshipManager-Bags code
                
                
                
                
             
         
        
            
            
            
                
                Save 40 bytes a frame in UIChat.
'FindWith' was allocating a lambda, replace with a simple loop
                
                
                
                
             
         
        
            
            
            
                
                Stop HurtOverlay allocating 36 bytes a frame.
Was boxing a float into Mathf.Max() with a single value?
                
                
                
                
             
         
        
            
            
            
                
                oil rig foot b lods and collision
                
                
                
                
             
         
        
            
            
            
                
                unskinned_windmill -> main
                
                
                
                
             
         
        
        
            
            
            
                
                LOD improvements (match sail and vain)
                
                
                
                
             
         
        
            
            
            
                
                - Changes to how conversation data is saved from the dialogue editor graph
- Fix oil rig mission item shortname
- Dialogue options populated through a mission list node now display a mission icon next to the dialogue choice, indicating the option is a mission name. Added flex elements to dialogue option UI to support this
- Fixed issue where displayed dialogue option number could be wrong when displaying a mission list node
- Can now talk to NPC's whilst using noclip
                
                
                
                
             
         
        
            
            
            
                
                Boat door colliders: convex solution that has a hole for glass collider to work
                
                
                
                
             
         
        
            
            
            
                
                ▋▉▅▅█ ▊█▌▅ ▉▍▋▅▄▋▉_▍▇▇▍▉▍
                
                
                
                
             
         
        
            
            
            
                
                Small engine prefab update
                
                
                
                
             
         
        
            
            
            
                
                more precise colliders for modular boat low walls
                
                
                
                
             
         
        
            
            
            
                
                Halloween_25_Update -> main
                
                
                
                
             
         
        
            
            
            
                
                Setting the requested mimap levels on all hotbar items
                
                
                
                
             
         
        
        
            
            
            
                
                Allow all door types on player boats
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: reduce error false-positives by ensuring bot IDs never overlap
- Permit random overlap once we exhaust MaxBotIdRange ids (which is old behavior) but emit an error
Because we always picked a random bot ID, it was possible that there'd be an overlap and it could confuse dependent systems (like my logging for the NRE). Hoping this reduces false-positive error logging.
Tests: in editor spawned a couple players and killed them, then monitored the ID queue with debugger
                
                
                
                
             
         
        
            
            
            
                
                boatbuilding platform anim updates
                
                
                
                
             
         
        
            
            
            
                
                MeshTerrainRoot should now auto update terrain size field (needed for terrain map sampling), and update island prefabs with terrain size field.
                
                
                
                
             
         
        
        
            
            
            
                
                Removed TerrainCollisionTrigger scripts from dynamically placed halloween/xmas mine tunnels
- not needed and not intended to be used for dynamic objects
                
                
                
                
             
         
        
            
            
            
                
                Updating small engine LODs
                
                
                
                
             
         
        
            
            
            
                
                Check for closest island in increments instead of every frame, also profiler sample fix.
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                small engine lods and collision updates