147,154 Commits over 4,444 Days - 1.38cph!
set dressing progress on 1st floor of wing
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping
Added a button to the skinviewer window to strip unwanted components, uses LODStripper with a custom list of component to exclude
Charms can be inspected using the skin viewer
merge from vending_mapmarker_pooling_fix
Fix a vending machine map marker pooling bug that causes markers to appear in wrong locations on the map when some are merged into clusters
Merge: from pool_mt
- Bugfix: avoid extensive spills/misses with new Pool
- Clean: UseMutexPool is now correctly showing 2 entries in console autocomplete
Tests: unit tests, booted into Playground and Procgen 2k worlds and checked print_memory
Manifest, codegen, localization
Clean: redefine UseMutexPool variable as separate ClientVar and ServerVar instead of merged ConsoleVar
- Codegen
Former doesn't show 2 options in console
Tests: booted into craggy and checked suggestions
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set dressing progress on 1st floor of wing
lower ao factor on broken tiles material
Quick test of a 2 stage descent
Hairbun/ponytail proper material assignment in import settings
Bugfix: add a fuzzy check to prevent Pool read-write head desync causing lots of misses+spills
Surprisingly, it's about 15-25% faster than before fix in MT scenarios, but expectedly slower by 10% in ST (still faster than og Pool)
https://files.facepunch.com/danielprihodko/1b1011b1/WyJ3SUYrMB.png
Tests: ran SpillageRunaway unit test 10 times, booted into Playground 4 times - no debug messages about misses/spills. botted 2k procgen world and checked print_memory
Remade ponytail/bun wood helmet conditionals (with consistent vertex order)
Re-applied skin to all ponytail/bun meshes to keep bone list consistent
Woodhelmet LOD2 keeps default mesh (so ponytail/bun doesn't dissapear)
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FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
Merge from apartment_complex_monument
Was easier than merging from main as this branch contains an earlier merge from apartments
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
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Fix old navmesh agent being enabled even when using new navmesh
Update(tests): change spill tests assertions to permit writed head to run ahead of read head
Tests: ran unit tests
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Check charm ownership when firing the UpdateAccessoryOnItem rpc
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steam_retry_button_fix -> main
LODs and collision and vertex blends for playground assets
Calculate a suitable position as soon as a satellite is selected.
small transform access usage change
disabled editor-only sync on all bc materials
Update(tests): add a synthetic test to cause pool spill runaway
- moved other spillage tests to Unit namespace and merge into 1 test
Made it to fail consistently at 4 consume threads
Tests: ran tests
merge from attachment_charms/ui
Can change charms in the repair bench as well
Enable RW on all meshes currently used for collision in the apartments monument
Prepare camera motion vector pass
merge from mfm2 (merge from main)
More manual fixes after merge
Hide change accessory button if you dont own any accessory
Charms search bar
Minor styling update
merge from main
manually resolve Elevator and VendingMachine conflicts
merge from status_convar_fix
merge from streamermode_fix