130,421 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                - Adjusted Bradley spline height.
- Check how close before you enter
                
                
                
                
             
         
        
            
            
            
                
                merge from flow_vector_field
                
                
                
                
             
         
        
            
            
            
                
                Catapult constructable stages
Restored wheel visuals
Improved firerecoil physics
                
                
                
                
             
         
        
            
            
            
                
                Improve cover selection and debug, fix some objects not blocking the trace
                
                
                
                
             
         
        
            
            
            
                
                Added catapult test meshes for Flavien
                
                
                
                
             
         
        
            
            
            
                
                Siege tower constructable tweaks
                
                
                
                
             
         
        
            
            
            
                
                Implemented catapult art, retargeted the animations
Setup catapult constructable prefab
                
                
                
                
             
         
        
            
            
            
                
                corrected offset of dpv mounting bounds check
                
                
                
                
             
         
        
            
            
            
                
                ▌▄▍▆▇▉ ▍█ ▋▉▅▇ ▆▆▄▋▄▅ ▅▋▄▌▆▇ ▄▌▋▋ ▍▆▆▇▍▉ ▅▅▅▊██ █▆▍▊▇▍ ▌▋ ▅▅ ▊▇▉▄█▄▋▉▆▉▌▅
                
                
                
                
             
         
        
            
            
            
                
                Orientation fix on catapult
                
                
                
                
             
         
        
        
            
            
            
                
                ▋▌▅█▉ ▄▅▇ ▆▄▆▅█▆▆ ▆█▊▄ ▆▉ ▌▊▍▊ ▆ ▆▆▌▄▋▇▆█▋▍▌▍▋ ▅█ ▅▊▅▆▇▉, ▋▋▊▅▉▊ ▆▊ ▍▆▅▋ ▆▋▌▉▅▇ ▌▍▄█▇█ █▍▍ ▌█▅ █▋▆▋▉ ▉▆▍▅▊▄ ▋▌ ▊ ▋▅█▇▉▉█ ▌▇█'█ ▇█▆ ▊▊▋█▆ ▋▌ ██▉▆▇▇▆▅▆▌▇▉ ▊▋▇▉ ▉▆▌▋ ▉▇▌▆▆▄▄▆▉ ▍▊▉▅▌▇
                
                
                
                
             
         
        
            
            
            
                
                fixed a bunch of holes in water tower LOD1 that provided peaking advantage
                
                
                
                
             
         
        
            
            
            
                
                LS - changed a pallet placement in factory side room
                
                
                
                
             
         
        
            
            
            
                
                Initial work on “constructable” entities: when deployed, we spawn a skeleton structure that needs to be hit with a hammer until its fully built. Once completed the entity is spawned
Applied this new system to the siege tower
                
                
                
                
             
         
        
        
            
            
            
                
                ▄▌▆▍▇▍▍▌ ▇█▄▋▊▉ (▇▌█▇ ▌▉ ▊▅█▉▍▋▆ ▍▍█▅█)
                
                
                
                
             
         
        
            
            
            
                
                - ▉▉▉▋▍▄▉ ▇▆▅▇▍▍▄▊▆▄▋▌ ▅█▌▆▅▌▄█ ▇▊▊ ▋▆▄▆ ▄▉ ▅█% ▇▊▆▍ ▄▆▄▇▋▊▄▉ ▆▍▌ ▉▄▊▆▇▌▌▊▆▋▊▇ ▅▌▋▄▅▄▉▇▆ (▌▉▌▍▅▉▆ ▌▇▄▇▌▇█ ▅▇▇▌▊▉▍ ▄▅█▍▍█▄ ▉▍▉▊ ▊▉▋ █▌▇▅ ▆▉ ▌▌▊▆▉▋▇▊▋▋▅▍)
- ▌▇▋█▇▄▅▄ ▆▆█▉▋ ▆▋ ▋▊█▄ ▊▇▄▄ ▅▉▅ █▆▄█▌▅
                
                
                
                
             
         
        
            
            
            
                
                Backout: bring back all the scenes
Without this, editor bootstrap workflow dies.
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                Better vislog for cover debugging
                
                
                
                
             
         
        
        
            
            
            
                
                █▋▇█▆▌ ▌▇▉▌▍ ▆▌▍██▉▄▊ ▌▊█ ▆▄▇▆▆_▊.▍▋▉▊▊▄ ▍▇▆▇▇▅▊▆ ▊▊ ▌▄ ▋▉ █▋▉ ▆█▇▌▄▉ ▆▅ ▍▉▆▇▋▇ ▆▊▋▄▅▆ (▅▊▉ ▅█▋▊▆▆█ ▋▅▆▆▇▅ ▆▆▌▋▄▆ ▇▊█ ▌▍▆▊█ ▍█▆▉▇▉▍▆█)
                
                
                
                
             
         
        
            
            
            
                
                merge from dive_mission_range_increase
                
                
                
                
             
         
        
            
            
            
                
                fixed water on billb test map
                
                
                
                
             
         
        
            
            
            
                
                Reverted the divemaster missions to a max 500m
Added a new allowDoubleDistanceIfNoOptionsAreFound field, this way there's no chance that a distant divesite will be used when a smaller one is in range
                
                
                
                
             
         
        
            
            
            
                
                Update: Reducing which scenes we have set for build in Build Settings
Our internal build macros only build 2 scenes, while Test Runner tries to build all (incl disabled) scenes set in the Build Settings. This allows us to run Player-mode tests without extra steps.
Tests: With PerfFwk enabled, ran pool perf tests in Player mode - it ran and gathered results.
                
                
                
                
             
         
        
            
            
            
                
                Update: Reorganization of the perf test framework
- Unity.PerformanceTesting is marked as auto-referenced (this is another modification of original package)
- Added a "Rust Editor/Performance Framework/Active" menu toggle to enable/disable perf test scripts - controls RUST_PERF_FWK define
- Renamed and moved PerfFwk assembly to Plugins/ (as that's it's design)
- Moved existing perf tests outside to the root assembly (Scipts/PerfTests) so that we can access gameplay code
The goal is to both isolate the perf framework code from the codebase as much as possible(don't ship to players or unity devs to load stuff that's not sueful), while also being able to work with our main game scripts directly.
Tests: 
- Switch the toggle on and off - no editor errors. 
- Built client&server with framework being enabled - it passed.
-- Found no PerfFwk references in main game assembly for both client and server and no references to test classes
                
                
                
                
             
         
        
            
            
            
                
                Fix pillar covers not handling a non-zero rotation
                
                
                
                
             
         
        
            
            
            
                
                added a building topology ring around oases to block rail/roads coming too close
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                ▅▆▍▌▋ ▇█▇▄ █▄_▌▊▊_▄▍█▉▇_▅▄█▆▍▅_▉▍▅▊▅▅_█▌▋▋▌
                
                
                
                
             
         
        
            
            
            
                
                 merge from dive_mission_range_increase
                
                
                
                
             
         
        
            
            
            
                
                 merge from divesite_tip_fix
                
                
                
                
             
         
        
        
            
            
            
                
                 merge from emptytoasterror_fix
                
                
                
                
             
         
        
        
        
            
            
            
                
                radioactive water surface border fix
                
                
                
                
             
         
        
            
            
            
                
                re-applying rock changes to cave_medium_hard and cave_small_hard
                
                
                
                
             
         
        
        
            
            
            
                
                Experimenting with some ore resource entity optimisations
Remove all children (except for foliage displacement on client)
Store stage meshes and collision meshes in a new StagedResourceEntityInfo PrefabAttribute so we're not storing the same information on every single ore
Removed a SendMessage
Automated upgrade process
Only applied to ore_stone for testing so far
                
                
                
                
             
         
        
            
            
            
                
                1P volumetric tests
Updated cookie
                
                
                
                
             
         
        
        
            
            
            
                
                Increase maximum range dive sites can be from the divemaster NPC (500m -> 1000m)
Resolves these missions sometimes not being able to start
                
                
                
                
             
         
        
        
            
            
            
                
                ▅█▌▍ █▆▅▌▅▍▅▍▌ ▋▍▊▌▇▋ ▆▄▌ ▇▌▌▋▅ ▍▇▉▊█ ▉▅▊▌▆ ▉▇ ▇▋▉▊▊█▆▌▍▄ ▅█ █▄▆▌▇ ▅▍▄▊▄▆█▉▇
                
                
                
                
             
         
        
            
            
            
                
                Iterate on cover and peeks
                
                
                
                
             
         
        
            
            
            
                
                Rollback game.CleanUpMap removing tempents and beams
Apparently crashes on x86-64 somehow, sometimes, for some people
Fixed a few more potential crashing issues
Fix a lag issue to do with spamming certain packets to the server from client