158,044 Commits over 4,566 Days - 1.44cph!
Fixed UpdateWaterDrinkingPoint running when not needed:
- now runs in the entity looking at tick every 0.1s
- skipped when mounted, or when move speed is above drinkMovementSpeed
Its a trace so it wasnt scaling well in big bases
Cache vending machines and skip rebuilding all their markers when opening the map
Saves around 80ms on a server with 170 vending machines
merge from fix_apartment_teammate_door -> main
merge from fix_apartment_transfer_items -> main
merge from main -> fix_apartment_teammate_door
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merge from fix_custom_item_drag -> main
merge from fix_jungle_plant_water -> main
merge from fix_sentry_modded_tag -> main
merge from fix_motorcycle_dismount_order -> main
merge from fix_client_sail_wind -> main
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Reapplied the fix after the post-merge conflicts
merge from prototype_arctic_trail_path_fix
- New Character Creator Layout
- Stop the icon preview characters looking dead (they had no eyes in their sockets)
- Fix numerous build errors
- Remove eyebrows category
- Add underwear category
merge from console_autocomplete_improvements
merge from lookatboat_optim
Clean: remove stale todo
Don't think I need to fiddle with asset scenes in this case
Tests: none, trivial change
Cache LandmarkInfos so we only rebuild them when necessary
Update: ignore auth messages if already authed
Tests: using a temp servervar triggered reauth while on Craggy - got rejected
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Increase livestock lead break distance from 7 to 15m, show familiarity and gender by default
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Add logging to memsnap commands
- indicate if you are on a release builds and they won't work (keep the commands listed though instead of removing them)
- log a message after they run
- print to server console / logfile / rcon if the dump worked
merge from main -> qol_loadout_inventory_preview
Split sensitivity per axis
Merge from pre_merge_review
When opening the map, only rebuild the mission provider states when they changed, saves ~100ms when opening the map on my machine
merge from halloweencostume
Cache LookAtBoatBuildingBlock action so it doesnt allocate every frame
Added a log in the console when you're trying to connect to a server with Disable Game UI enabled
Rework livestock personal space
- free range cows stop reproducing even if fully bonded when herd reach a cap
- indoor / pen cows, navmesh flood fill to get their exact area in m2, and derive the need directly off that, so that all cows shows the same thing and it's stable / reacts directly to players doing building changes (it's also cheaper that what we are doing now, as we don't need to re-query just check the cache)
- this gives fast feedback and stays stable over time, so players get a better idea of if something they are doing is working or not
InvokeHandler use cached method name for profiler samples, stops ~1KB/frame of string allocs in debug builds
merge from livestock_animals/livestock_hotfixes
merge from rrp_ui_grabpass
merge from food_crafting_fix
merge from wild_animal_sell_adjust