139,935 Commits over 4,383 Days - 1.33cph!
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Setup fire effect properly, add effect recycle to muzzle fire fx
Animate mortar during loading, disable the animator outside of loading.
Attempted fix for 'A session is already active.' EAC error
Fixed another case where unequipping a mobile phone mid-call would prevent interactions server side
boatai_los_swapfix -> main
- Add a timer based LOS grace period to PlayerTarget acquisition, if LOS has been broken for longer than 10 seconds then drop the target.
- Don't LOS to just the main body of the player (to prevent cheese)
main -> vendingmachine_ui_refresh
Can now make fulll vending order with drag/drop
Clamp swimming anim state based on walk movement swimming status rather than querying water factor separately
Average male head model/prefab/skin set
Short scruffy beard models/lods/textures/prefabs (not accessible yet)
Fix ItemContainer.Take() leaking items when a null list is passed in
- used when taking items from a container but not keeping them (like crafting)
Fix virtual icon dragging not working
merge from deepseamarkers_mlrs_fix
Fixed deep sea portal marker masking issues with MLRS's map
Merge from main (no conflicts)
Static prop lantern consistency.
Red spotlights on Excavator fixes.
Add drag support to the fake slot and inventory system (not working properly yet)
- Create a fake inventory system in the vending admin dialog to show off all of the vending machines inventory
- Add light and dark colouring to each of the search entries
- Add emoji support to the shop name
- Restyled emoji window to fit in with the new theming
add workshop on/off toggle for electric furnace effects
Update: dispose netgroups when NetVisGrid gets disabled
Tests: booted into craggy and stopped - no errors
Clean: remove Provider.Init method
Tests: ran UpdateSubscriptionConsistency test, booted into craggy
workbench upgrades gibs added
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Optim: Get rid of NetGroup pre-allocation, use thread-safe lazy allocation
Comparing memory snapshots, we go from 2.1mil NetGroups down to 131, saving 140MB
Tests: booted to Craggy and ran around. ran UpdateSubscriptionsConsistency unit test.
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Clean: move group initialization from PopulateCells to GetGroup
Tests: ran around on craggy
Clean: remove Visibility.Manager.groups
- also remove all provider == null checks
Tests: compiles
Update: add ClientVisibilityProvider - mostly a dud Provider, most methods do nothing
- Upodated all places to use ClientVisibilityProvider instead of null
This allows to remove groups from Network.Visiblity.Manager
Tests: booted into craggy, ran GameTraceTests
Massaged the broken time acceleration curve to increase night time to be closer to 10 minutes again.
NPC's now use the server gesture start method rather than sending player signals, fixes them not hiding their currently held entities when starting gestures
Added faster dictionary lookups to GestureCollection
Fixed Lumberjack Hoodie not working in Industrial Conveyor
Switch mortar firing button from reload to primary fire.
Update: instead of iterating all netgroups, add Provider.ForEach(layer, callback) method
- get rid of Visibility.Manager.Groups accessor
This removes public access to groups dictionary, so almost there to remove it
Tests: booted to craggy, opened deep sea and ran deepsea.printentitycount
merge from split_dump_command
Mortar animator update and anim exports
Fixed nuke EffectRecycle prefab errors.
Updated joint hierarchy for mortar