137,569 Commits over 4,352 Days - 1.32cph!
Merge from auto_particle_cinematics
Added a new cinematic particle toggle in editor preferences (Edit>Preferences>Facepunch>Cinematic that automatically sets any particles dragged into the scene as looping and scaled by hierarchy
Added a menu item (Tools>Cinematic>Apply Cinematic Settings to Selected Particle Systems) that applies the same modification to all selected particle systems (this can also be hotkeyed via the editor shortcuts window)
Update prefab with latest model, still has issues
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Merge from hackweek_server_mesh_cull
Removes Mesh data from server builds that is only used for client rendering
Saves around 620mb of memory at runtime
Removes 2.7GB on disk from server builds
Any mesh marked as R/W (due to collisions) is still included, as well as some AI animations and a select few animations that are needed on the server
Remove BuildMapServer test method
Regenerate player.skeleton asset, was causing an exception in manifest builds
Hopefully explains missing guids in builds
Updating ladder hatch rig fbx
Split the animated parts from the frame, repositioned triangle frame to align with the standard, so animation can be shared.
Use larger cell sizes for the deep sea network group layer so we can reduce the number of cells we need to subscribe to
Reduce visibilityRadiusDeepSea from 20 to 10 because the radius is in cells and cell sizes are twice as big now
Adding easter bunny costume cloth asset
Add support for different cell sizes for network group layers
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Optim: save on action alloc when setting up tasks for UpdateSubs_AsyncState
Tests: none, trivial change
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Fix ScientistSuitNVGM mask + NRE
Merge: from updatesubs_optim
- Optim: player subscriptions can be updated in parallel (Jobs 3 feature, currently disabled)
- New: unit & perf tests for net group updating
Tests: unit tests
Update: disable parallel sub updates in Jobs 3 mode
- ripped out test code for network grid preallocing
Going to enable it once dependent work is done.
Tests: unit tests fail (as expected)
Merge from worldpositiongenerator_optimise_2
More optimisations for WorldPositionGenerator
- Move TryAlignToGround to be part of WorldPositionGenerator::TrySample, gets rid of the mutliple reattempts of TrySample
- Skip the work in TrySample if we have determined that there can never be a valid position for the given input values
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trim kiosks - 2nd pass masks and materials. improvements to Kiosk E and separated out more interior/exterior
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3p car passenger idle anim exported
Fixed flickering hair cards in hide skirt
Limit watch tower placement to every ~20m
Adding burst cloth setup for easter bunny suit
Rustige Egg H - Updated model, reducing number of meshes to 3
updated secret labs chair 3p idle anim
set crypt building skin to correct use stone
some progress on the damaged wing
Disable fallback rendering by default
corpse prefab pickup correct item prefabs references
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
Optim: schedule tasks for batches of networkables, instead of individual ones
Helps reduce alloc pressure at high counts(2x more than core count), but it's a very rare occasion (when everyone rushes to connect to a fresh server)
Tests: unit tests
Update: skip calling UpdateSubscriptions with 0 networkables
Tests: none, trivial change
merge from creative_freebuild_fix
apartment door fixes.
mip streaming on textures, set srgb to greyscale
Optim: main thread integrates results from subs gathering tasks while waiting for them to complete
Tests: unit tests
Optim: allow main thread to steal one of tasks update subscription tasks
Makes single-player path alloc free.
Tests: unit tests
Merge from item_mod_radial_menu
merge from /indirect_instancing