244,057 Commits over 3,898 Days - 2.61cph!
Merge main - fixed conflicts
Initial experiment with networked Model Physics
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Expand and expose SystemInfo
* add cpu and ram info to Hardware, expose to api
* Rename Hardware -> SystemInfo, add ProcessorCount
added decal layer ID 1,2,3 to terrain material
merge from terrain-decal-fix
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merge from coffin_storageadaptor_fix
Test branch for only interpolating transforms set in Fixed Update for Rigidbody, with backwards compatibility for Character Controller - but output warning when using CharacterController.Move within a Fixed Update context that it should be called within OnUpdate instead. This is all separate to networked transform interpolation which remains untouched.
merge from waterpurifier_guidemesh_fix
Test branch for only interpolating transforms set in Fixed Update for Rigidbody, with backwards compatibility for Character Controller - but output warning when using CharacterController.Move within a Fixed Update context that it should be called within OnUpdate instead. This is all separate to networked transform interpolation which remains untouched.
merge from fix_recycler_resource_remainder
merge from item_pickup_condense
merge from shelves_barrel_placement_fix
merge from icethrone_collision_fix
materials prep on masterhouse
Fov + Camerashake on perfect pedal
Legacy bow vm camera anim (copied from hunting bow)
Leaderboard backup, run #
11730
Don't allow the quick move conveyor path to operate on items with instance data, fixes plant genetics getting lost during conveyor process
Possible fix for team member UI displaying incorrect values when spectating
Fixed poker tester GUI layout errors when no game is in progress
Use Present() which also has logic to handle swapchain size changes for widgets than HandlePendingSwapChainResize()
Reapplying changes from map_perf_improvements, the merge for that branch was too messy so I'll just reapply the changes with the new vending machine UI in mind
The test scene for these changes is 4 clusters of 100 vending machines each, baseline takes 109ms with 3.1mb of GC to populate the map
Don't spawn the child vending machine icons for the cluster icons, they're not used anymore so this saves a huge amount of instantiations (saves 2.5mb of allocations and 91ms)
Convert the material params in MapView update into cached ints (saves 0.06ms every frame while map is open)
Add a Poolable component to the ShopMarker and Shop marker cluster
Fix the client side vending machine data not getting returned to the pool when a marker is populated
Converted the drone marketplace map view to spawn the child vending machine markers on demand rather than when the map is opened and closed
Final result: 6.56ms and 35.2kb of GC
Crude gestures source anim + projects files (from hackweek)
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Merge from main (right branch this time, lots of conflicts)
- New flexible system using a new Unity 2021+ feature allows vehicles to have items/corpses pass through without having to do any IgnoreCollision calls
- Replaces the previous system for helicopters vs. dropped items
Make the paths a little more transparent
Nexus ferry path stub, wont implement for this update
Refactor to support including more ocean paths
Added support for showing harbor approaches
Unsaved work, change the bundle manifest to a straight list of bundle names as the new build process doesn't produce manifests
Respawn players in lobby state too
Fix shitty hack on RenderScene()
Use display name from connection
Player dont collide with player (move helper will still collide)
Add time since last connect to prevent join spam for lobby
Set launch mode to normal