250,106 Commits over 3,959 Days - 2.63cph!
Update: Further reduce what methods we annotate
- Removes get_* property accessors, as they are frequent but usually quick
- Removes various storage classes and math utilities (ByteExtensions, BitUtility, Facepunch.System.Enumerator, all of Unity.Mathematics, etc)
- Removes operator invocation (any op_* method)
- Removes comparison method calls (as they are usually quick)
This should reduce performance degradation in tight loops that frequently invoke these methods and produce smaller snapshot(6.7mb -> 6.1mb).
Tests: in editor on Craggy generated a new snapshot and opened in Perfetto, couldn't find my methods.
Update: don't annotate a bunch of method types that should always be small
This includes Math utilities, comparisons, operator invocations and all get-properties. Should also, in theory, help with inlining.
Tests: exported a snasphot from editor
Refactor defaults loading to a separate function.
Also load defaults in safe mode.
Removed commented out code.
Cleanup spline components and test scene
exported latest vm mini crossbow anims
Give all the weapons
Switch to the pistol when spawning, instead of having empty hands
Increase reasonable Steam connection time for dedicated server - ensure it shuts down properly if it doesn't connect in that time frame
Can disable ammo feature in BaseWeapon
Add Crowbar
Merge: from buildingprivilegeretrotool_recycling
Fixes invalid pooling of protobuf type when replicating data.
Tests: On Craggy setup a tiny box base and placed retro cupboard - before fix it immediately reported negatives via pool.print_memory, after fix - stayed >= 0
Combat Entity compile fixes
Bugfix: don't flood pool with ProtoBuf.BuildingPrivelegeRetroTool
Tests: On Craggy setup a tiny box base and placed retro cupboard - before fix it immediately reported negatives via pool.print_memory, after fix - stayed >= 0
Scene reproducing Facepunch/sbox#1756
Fishing villages wont spawn close to harbor anymore (prevents interactions between the cargo docking and the village)
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Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
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vendor_event_printout -> main
Ensure Road Bradley Event outputs the correct stuff as well
Ensure Travelling Vendor event prints out the same stuff as prefab events
initial chunking from shared sdf set
base_combatentity_code_cleanup -> main
main -> base_combatentity_code_cleanup
cargo_npc_abduction_fix -> main
TriggerParent now does checks to ensure its not parenting shopkeeper or mission provider NPCs
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rocket_death_info -> main
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Setup death information on patrol helicopter regular and napalm rockets
Leaderboard backup, run #
16661
Select the folder name input field automatically after pressing the new folder button
Allow spaces in shot and folder names
Take camera control immediately when starting a shot recording
Show the bone that the debug camera is currently parented to in the demo info at the top of the screen
directional fov
person isvisible
toggle vis stuff off
soldier grenade
Merge from effect_scene_error
Wrap all access to the effect scene so this error will be caught everywhere
See EffectLibrary.MoveToEffectScene
Fixed exception when a player is disconnected while an effect with the EffectRecycle component was active (was trying to unparent into a non-existant scene)
Merge from telephone_name_fix
Increased the maximum length of a telephone directory name to 30 characters (was 20 but wasn't enforced in the UI so names would get cut)
Telephone name field will now cap input to 30 characters
Don't replace the equipped shield if picking up another shield from the ground
Only auto equip a shield in the shield slot if there is no shield is equipped
Fixed the equipped backpack being dropped on the ground if the player right clicks a backpack item in their inventory while the inventory is full
Affects all backpacks, not just shields