130,366 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
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                Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
                
                
                
                
             
         
        
            
            
            
                
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                Battering ram prefab and code baseline
Added BaseSiegeWeapon class, started to clean up prototype code
                
                
                
                
             
         
        
            
            
            
                
                Updated Wooden Shield Textures 
Updated Wooden Shield World Model and View Model to have better strap positions
                
                
                
                
             
         
        
            
            
            
                
                Merge: from requesttrees_spike
Removes the "server_requesttrees" lag spike on player connect by spreading out the processing over the next frames. Server owners can disable this via `TreeManager.EnableTreeStreaming 0` and adjust it's performance via `PlayerBudgetMS`, `UpdateBudgetMS` and `CellSize` admin servervars.
Tests: Booted Procgen 6k world - took ~3.5min to stream entire world to a player at 10 server fps, with no visual deterioration.
                
                
                
                
             
         
        
        
            
            
            
                
                Cardinal Splines offering little improvement with increased complication. Lets fake a porabola instead
                
                
                
                
             
         
        
            
            
            
                
                Restrcting player seeds to single model for now
                
                
                
                
             
         
        
            
            
            
                
                Update: Log TreeManager's treaming grid dimension on init
- Available as part of Network level 1 logging
Tests: booted in editor with server-only mode
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: editor boot
                
                
                
                
             
         
        
            
            
            
                
                Initial work to try out Cardinal Splines:
- Setup minimal tension values (basically Catmull-Rom)
- Movement adjustments
                
                
                
                
             
         
        
            
            
            
                
                Update: Use RustLog instead of debug log in TreeManager
- Also fixed a minor bug that would not display full timing accuracy for old method
- Moved logs to level 1 of Network (was 2)
Tests: enabled network logs and tried with tree streaming enabled/disabled
                
                
                
                
             
         
        
            
            
            
                
                Update: adding doc string to Pool.FreeUnmanaged(ref Stopwatch)
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                Optim: avoid StopWatch allocations via Pooling
Tests: on Craggy flew out until only impostors visible
                
                
                
                
             
         
        
            
            
            
                
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                exported wolf swim animation
                
                
                
                
             
         
        
        
            
            
            
                
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                Clean: updated a comment implying a potential bug - it was wrong
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                Polish on catapult. Fixed missing material slot on catapult entity
                
                
                
                
             
         
        
            
            
            
                
                Update: TreeManager's grid is defined by cell size
- Exposed via TreeManager.CellSize convar (takes effect at boot only)
- Reorganized code a smidge to reduce how scattered a bunch of info was
Tests: On craggy connected with 2nd player and flew out until only impostors were visible.
                
                
                
                
             
         
        
            
            
            
                
                Add optional arguments onto `ddraw.text` command to modify distanceFade & zTest
                
                
                
                
             
         
        
            
            
            
                
                reinforced wooden shield viewmodel
                
                
                
                
             
         
        
            
            
            
                
                battering ram temporary greybox
                
                
                
                
             
         
        
            
            
            
                
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                Fix wolves moving a few cm below ground level in some areas like zipline platforms
                
                
                
                
             
         
        
            
            
            
                
                Hook up accessibility color options
                
                
                
                
             
         
        
            
            
            
                
                Cleanup and fix debug spam
                
                
                
                
             
         
        
        
            
            
            
                
                Hook up convars for configuring if arrows should show for deploy guide, on deployed entities or both
- now a different convar for if it should show important ports or all ports
                
                
                
                
             
         
        
            
            
            
                
                Fix ports & arrows not working with the deploy guide when the mesh is scaled
- hard to spot because it worked on deployed entities but not with the deploy guide
                
                
                
                
             
         
        
            
            
            
                
                Improved mushroom texture quality - now uses native resolution
                
                
                
                
             
         
        
            
            
            
                
                Add a per layer weight slider
                
                
                
                
             
         
        
            
            
            
                
                Merge from elevator_world_deploy_fix
                
                
                
                
             
         
        
            
            
            
                
                Adjust the lower bounds of the world deploy volume of elevators so they can more easily be placed on foundations that are close to the terrain
                
                
                
                
             
         
        
            
            
            
                
                PrefabReplacer now has a string lookup mode as well as it's normal selection mode
String lookup mode can include inactive objects, as well as exact matches
All replaces done with this tool now support a single undo operation (eg. replace 4 objects with a prefab, a single undo will undo all 4)
                
                
                
                
             
         
        
            
            
            
                
                Add Facepunch.AdditiveTimeline plugin
                
                
                
                
             
         
        
            
            
            
                
                Merge from set_local_player_visible
                
                
                
                
             
         
        
            
            
            
                
                Show the white cubes and arrows when deploying IO entities too
                
                
                
                
             
         
        
            
            
            
                
                Merge from demo_shot_delete_fix
                
                
                
                
             
         
        
            
            
            
                
                Fixed error when deleting a folder with demo shots inside
                
                
                
                
             
         
        
            
            
            
                
                Hemp slightly more neon for visibility
                
                
                
                
             
         
        
            
            
            
                
                Configure a bunch more prefabs & configure important vs unimportant ports
Fix water IO ports not working
                
                
                
                
             
         
        
            
            
            
                
                Fixed shield inputs being processed while inventory is open
Fixed shield deploying when it shouldn't if the shield was placed in the backpack slot while an incompatible held entity is equipped
                
                
                
                
             
         
        
            
            
            
                
                Fixed holstered shields parenting to the spine bone with a 70m offset
                
                
                
                
             
         
        
        
            
            
            
                
                Wooden shield variant setup