110,890 Commits over 3,897 Days - 1.19cph!
in-editor carving test setup improvements
vertex sharing at generation time
- Tie prevent building layers on bridges to the bones instead
- Allow animation bones to exist on the server
Bugfix: don't double up threads in bin viewer
Also got lucky and captured a snapshot in editor where frames weren't properly aligned.
Tests: opened an existing snapshot, saw no duplicate threads
- Oversize prevent building triggers
- Each Drawbridge handles its own prevent building area
- Ensured correct wheel type is used for the right hand side of the tower
- Removed unused LOD4
Merge from clean_and_generate_codegen
Change reload detection method
- Texture Resize Fire Extinguisher
Added baseball bat description
Manually import generated code assets after clean and build to prevent any additional processing steps the next time you tab out/back to Unity.
Simplify the whole process now I've fixed this issue.
Fix quick craft button showing number of crafting tasks instead of number of items crafting
Fix quick craft middle mouse crafting 5 items individually instead of 1 group of 5x items
Fixed decal mats on battering ram hardware, re-added decal component, deleted duplicate generated mat
merge from fix_copy_paste_admin_ddraw -> main
Fix pos1 & pos2 not requiring admin perms
- provides no benefit, just ddraws a box in 3d space
setup detail layer for damage on ram materials
merge from fix_io_handle_flickering -> main
merge from fix_copy_paste_conditions -> main
Fix copy paste not updating conditional models (like roofs)
Fix Timer (and other IO entities) flickering while looking at the IO port with a wire tool
- could also kick you for RPC per second
Reverse fresnel stuff for Dayaan
New: Editor viewer for binary profile snapshots
- Very rudimentary, needs more work
- Also added how many marks there are in a thread profile for binary snapshot export
Reveals that I have a bug in binary exporter - looks like I double up the threads somewhere.
Tests: opened a snapshot from the editor in the tool
- Attempts to fix parenting on drawbridges
- Wheel LOD fix
t1 smg viewmodel - Fixed left arm causing camera clipping issues when wearing some hazmats
- Ballista Gibs and material changes
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Fixed side areas on constructable tower
Setup Siege Tower LODs 0-3
Update: Exposing binary exporter
- Added missing features from ServerProfiler.Core
- Can be triggered via profile.perfsnapshot last argument
I need it to be able to investigate and fix hard-to-reproduce issues - hopefully it'll speed up the workflow.
Tests: in Editor on craggy took a binary snapshot - it exported succesfully
Fixed some broken prevent building colliders
- Improved the siege tower collisions on stage changes
- Removed invisible doorway colliders on constructable stages
Bugfix: don't access invalid memory when exporting Linux snapshot
Same GCC vs MSVC issue in the native libs, but this time on Managed side (since I have a copy of these structs for name resolving purposes).
Tests: Built a linux server, ran it on WSL and triggered a snapshot - it generated. But periodically select frames export incorrectly, investigating further
merge from garage_door_collider_optim
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Added a combined "Clean and Generate" Codegen option that seems to work (fixed a bunch of issues with it, but still testing)
added ClientIOLineParentClampedBounds to manage IO points on garage doors
- actual collider parent movement doesn't match the visuals, so we define a local bounds (re-mapped to OBB on awake) that the points are clamped to be within
3p mini corssbow anims updated
split vm mini crossbow reload anim into 3 parts and removed skinned mesh arrows from its rig
gibs import settings change
Bugfix: new ServerProfiler.Core dynamic libs
- Fixes Linux exporting symbols with name mangling
- Fixes GCC vs MSVC struct packing inconsistency, causing Linux server to crash when instrumenting functions
Tests: DLL tested in editor on Craggy, SO tested in WSL standalone server (snapshot export fails though)
sanity editor script to find doors using ClosedColliderRoots (only the garage doors are)