137,900 Commits over 4,324 Days - 1.33cph!
Fix naval scientist flashlight/lasersight not working
Remove option to have transitions and state not receive a payload, it's less bug prone
Increased BoatBuildingStation::GetStationOverlappingPosition grid query radius from 2 to 20,
It must be large enough so the grid can always find the station regardless of where inside the build area we query from
Fixes IO entities on land connectable to edit mode boat sometimes
merge from wallpaper_playerboats
Fixed pooling issue with wallpapers, make sure to reset the skin before applying
Merge: from expand_perf_telem
- Update: object work queues now send their budget time + an aggregate record
- Update: frame_profiling now contains extra fields about invokes and a pre_lateupdate timing record
Needs a bit of backend work to fully finish this.
Tests: uploaded to backend, inspected what arrived
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Update: couple analytics fixes:
- new TimeSpanExt.FromMicroseconds utility to get sub ms timespans
- changed CSV data pushing to object_work_queue_2 and frame_profiling_2
- moved BudgetTime to be last field in the CSV blob for object_work_queue_2
Tests: inspected csvs on backend
New deployable test to check things can't be placed clipping inside construction / boat construction
Finds almost 100 cases
Boxes DLC - LOD distances normalization pass
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Added and Setup Makeshift Coffee Table Prop Folders and Materials
Imported Makeshift Coffee Table Prop Textures
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Merge from boatscientists_mission_fix
Mission to kill deep sea patrol boat scientists now fails if the deep sea closes
- Fixed refreshing of paintable gameobjects when their Materials/MaterialPropertyBlocks have changed
- Added an UpdateInstance method for fallback renderers as they weren't being updated
- Prevented renderers for unintentionally using the wrong MaterialPropertyBlocks that were meant for other renderers
merge from dobuild_optims
Updated the privilege helpers in Safety/Check to use PrivilegeCacheDefaultValue() instead of hardcoded defaults
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Fixing outbreak sprayer skinning and prop joint position
minicopter ik target updates
Boxes DLC - fixed storage adaptors and Renderer LOD in armor box
Merge: from remove_old_occlusion_group_logic
- Clean: ServerOcclusion now uses new occlusion group logic by default, old logic ripped out
Tests: ran unit tests
Clean: remove old occlusion group code
- removed -enable-new-server-occlusion-groups command line
- cleaned tests
Tests: ran occlusion group unit tests, all 144 pass
Updating burst cloth for Dracula cape
Show Deploy & Edit option even if unable to deploy in current location. Show "Unable to deploy & edit in this location" error when trying to use it,
added ShieldHeldEntityOffset script to the remaining weapon entities that can be paired with a shield
Merge from wildlifecull_wolf_fix
Add Wolf2 to eligible animals for Wildlife Cull mission
Merge: from delete_obsolete_pool_api
Tests: compiler simulator in editor
Clean: remove deprecated Pool api - they've stayed 1 year longer than supposed to
- replaced internal usages
* Pool.GetList<T> -> use Pool.Get<List<T>> instead
* Pool.FreeList<T> -> Pool.FreeUnmanaged
* Pool.FreeListAndItems<T> -> Pool.Free(ref obj, true)
* Pool.ClearList<T> -> write your own
* Pool.FreeMemoryStream -> Pool.FreeUnmanaged
Tests: compile simulator in editor
set obsidian knife entity to use r prop, zero'ed weapon root and set holdtype to combat knife. also added ShieldHeldEntityOffset script
Adding door mats meshes and textures and light fixtures blockouts
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Refactor fsm transition->state parameter passing (eg for grenades, covers etc), not super happy as it feels very "blackboardy" but couldn't find a way to do it with polymorphism/interfaces without boxing structs
Unify health display behaviour for boat specific building pieces: only show health when the boat is editable and under regular conditions (hammer, etc)
merge from dobuild_optims
Boxes DLC - improved ammo box icon, removed lid transparency
Reordered a check in server Planner::DoBuild to save a CanBuild check if the construction can bypass building permission
Show the correct rotate icon, not power icon, for the Rotate sail option.
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Hurts my heart but adding an offset to the m15 entity so it fits in the hand and can use the default pistol anim set
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Large Wooden Box Skins - updated icons to match community skins