1,079 Commits over 1,095 Days - 0.04cph!
Fixed a bug where characters that died while they weren't visible to the player could have their ragdolls spawn in the wrong place.
DrugSellZone visuals work+ refactoring
Pooling work, fixing leaks and reducing object creation for CharacterState and CharacterMotorState
Fixed DrugSellZone client NRE and set it to not show sell notifications if it's the first Deserialize.
Revert commit to wrong branch
Right-click item transfer merge as it went into the wrong branch
Project version bump to match jenkins file. HUD client/server fix.
Put Bootstrap active check in the scene itself, instead of in the WiseGuysTools UI.
Moved InfoMessage back into being part of the HUD. Got too complicated otherwise as it's not really a separate UI component, it's closer to a notification. Kept the code in UIInfoMessage rather than in PlayerHUDUI though.
Bootstrap scene force active works more reliably
Allow not showing task complete messages
Updated InfoMessage to work more like Bill's Alerts UI system
Don't destroy items if the pickup failed!
New mission type + some extra tweaks
Remove orphaned meta file
Building map colour coding handles units within floors
Basic owned building map colour tint
UI polygons can be colour tinted. Moved building map code.
Fix NRE with CharacterMotor ref
Merge drug sell zones into trunk. Will need a UI update that I'll do in a minute...
Removed no-longer-used objects in bootstrap+ version update file that didn't get in last time.
Update project version to 2017.1.0f2
Updated Facepunch.Steamworks DLL to the latest version. Server.update not longer takes a lot of CPU.
NPCs stay in the city areas more
Merging server performance work into Main
Modifying input rate cheat checking. Less false positives from server hitches. Also fixed networkuser issue.
Updated project version file
Updated camera settings. Glow visible from a distance.
Unity version bump to 2017.1.0f1. Engine bug with the glow effect is fixed so brought that back.
Undo AI folder rename since it broke the AI
Rename and removing a temp file only
Add outline shaders to always included shaders list
Removing valid check helps console speed a little bit and as far as I can tell it's always valid. The call to input.update is still weirdly slow on slower, shared Amazon servers, sometimes randomly taking many ms. But the method's already about as simple as it could get.
Removing orphaned temp.meta and debug.meta from the prison branch.
Server console updates accounted for a seriously large portion of server time. Made updates much less frequent.
Fixed container ref being null when last item gets used up
Removing my temp profiling
Temp extra profiling in console. Will remove later. Also doubled auto save time to 10 mins.
Add console redraw profiling.
Do the SteamServer update tick actually in Update rather than in an InvokeRepeating copy. The problem with InvokeRepeating was that if the framerate tanked, InvokeRepeating just queued up, so at low framerates instead of getting less SteamServer .Update calls, we were getting 10,20, whatever per frame, tanking things even further.
Also going by the recommendation in the Facepunch.Steamworks.Server code here to call update "at least once every frame".
Mission option instances return their phone numbers to the pool.
Merging in my server performance work so far.