7,073 Commits over 943 Days - 0.31cph!
Fixed the two wallpaper kick drops not being marked as drops
Fixed repair bench panel not updating when moving items in and out your backpack
Fixed a pool leak too in DisplayCostItems
Updated store sculpture mdoels
Added stone sculpture to the skin viewer
Stone sculpture store page wip
Bar ganes pack store page wip
Sort sprays by steam ID in the pie menu
Editor: fixed ui player preview render texture set as dirty because of the player inventory quality convar
merge from batteringram_hitdetection_fix
Revert packages-lock.json, commited by accident
Fixed battering ram hit detection issues, reverted an old fix that caused the regression
merge from paintingui_inputs_fix
Changed painting UI inputs polling to event based, making it framerate independant
Should fix the various issues introduced with the input system update
Moved the bullshit PipelineTests menu items to Tools/PipelineTests
merge from menu_close_blur_fix
merge from catapult_reloadtime_nerf
Catapult reload time increased to 6 seconds (was 3)
merge from uibindings_nre_fix
Fix attempt for the UI bindings NRE spam
merge from crafting_stall_fix
Fixed the 1s client stall when opening the crafting menu for the first time
We now warmup the steam item definitions when they load, so the first ItemDefinition.skins2 call hits cached properties instead of doing thousands of cold native Steamworks calls
(caused by the PlayerBlueprints.HasUnlocked recent optims)
Fix attempt for the flaky rocket splash tests, added damage tolerance for blocks taking very low damage due to physics not being deterministic
merge from siegeweapon_firedamage
Different approach so it doesnt impact incendiary ammo damage on vehicles:
- FireBall can only damage vehicles of type BaseSiegeWeapon
- Revert the vehicles heat protection changes
merge from siegeweapon_firedamage
Made siege weapon vulnerable to fire (as intended initially)
- Added vehicle world layer to all fireball prefabs
- Set heat protection to 1 for all vehicles except siege weapons
merge from iteration_optims
Fix no domain reload and compile simulator toolbar buttons disappearing randomly for real this time
Fixed nre when main menu is disabled when entering playmode in a playable scene
merge from iteration_optims
In editor, reuse preprocessed persistent prefab instances instead of instantiating them again. Only applies to big prefabs like GameUI, MenuUI2, EngineUI2 and SkinViewer2
Saves ~500ms when entering playmode on average
merge from hasunlocked_optims
PlayerBlueprints.HasUnlocked optims: we now cache owned workshop skin items, avoiding full steam definition scans during UI refresh and craft validation, save 1s on LocalPlayer.HasUnlocked when entering playmode
Also saves time in client and server call when validating craft and unlocking
merge from iteration_optims
Added Disable Analytics Upload editor prefs
Saves a second when exiting playmode
Swapped a UnloadUnusedAssets in WorldSetup to ConVar.GC.unload, so it respects the Disable Unloading Assets editor pref
Was taking around 600ms when entering playground
merge from console_optims
Fixed pasting a large string in the console input field being slow
ConsoleTMPInputField handles pasting itself by processing everything in one go
merge from bootstrap_optims