139,290 Commits over 4,383 Days - 1.32cph!
Bugfix: prevent taking perfsnapshots if a recorder scope is currently active and vice versa
- also fix recorder triggering NREs because it tries to run perfsnapshot code
Tests: ran profiler scope spanning multiple frames. Checked output, it's not making sense, investigating deeper
Added support for variable frame rate shadows based on distance from the light to the camera
Fixed offset on male socket of floor frame grill
Fixed server map not showing in connect modal
Fixed friend text size in session modal
Cleaned up icon submeshes too
Copying something in the server admin player panel only copies the value
aniso and texture filtering import options, fixed inconsistent use of trilinear filtering
Bowless Crossbow - weapon rack positions, icon
Adding bowless cross bow world model rig
Bowless Crossbow - updated worldmodel missing small parts
Bowless Crossbow - updated worldmodel
Shadow caching now works with spot lights
Make sure loadouts are refreshed when connecting to a new server
New or removed loadouts also mark the window as dirty for all admins
Added "Reduce Startup Yield Times" setting to editor playmode speed-ups section (defaults off). Switches the 9 Bootstrap yield 0.1s for 0.01 when running in the editor.
Saves 0.8 secs for editor bootups.
Add satellite specific explosion (temp)
Search bars only capture escape if they are selected and have content
Increase move/spin speeds
Add some very temporary VFX
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New PipeMeshGroupManager, supports merging multiple IO pipes into a single mesh for better performance
Uses the same underlying job system to generate the mesh, just at a bigger scale
Merge from terrain_renderer
Fix shader warnings in terrain compute (prevent possible edge case issue)
Update PipeMesh job handling to use VertexBufferParams isntead of SetVertices/SetTriangles
Saves 18kb of GC generation when creating a pipe mesh
Fixed duplicated job animations in Body > Walk blend tree
Also reset the walk animations to speed = 1
Fix player footsteps playing when water wheel is moving too slowly for them to make sense
Add additional water loop to match particle effects for water wheels being pushed by players while in water
First pass on admin vending machine support
Adjusted texture size of shop A sign so it doesn't get rejected on the server
Fixed OwnerID of entities not being sent out to clients if the old OwnerId !=0 and the new id == 0
Fixed lock logic for signs
Fixed leftover faces from interior/exterior kiosk splits
assign stage-break effect for wood-piles
New solution for persisting held entity animations on the playermodel
Seems to fix previous issues where those animations would not always clear correctly
power consumption set to a tentative 5
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500
If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
adjust bounds, move io input, add dismount on unpowered
Bone armour female version update
Bowless Crossbow - worldmodel and LODs
Defensive upgrade now adds +bonusSlots to actual crafting roll result. Default is +1
Apartment stove FX & lighting prefab & related files.
Perma-enable attached it to the prefab, for now.
Bugfix: don't overwrite callstack depths for frame 0 with values for other frames when multiple frames are found
Tests: ran Export2FramesTorn - it passes and looks correct-ish (same wrong offset as in Export2Frames)