8,191 Commits over 1,004 Days - 0.34cph!
merge from battery_vfx_fix
merge from repairbench_charms_fix
merge from tutorialvideos_fix
merge from menuchat_blur_fix
merge from stairs_los_improvements
merge from safezone_warningpopup_fix
merge from f7dialog_title_fix
Fixed medium/large battery arcs VFX playing on uncharged batteries when coming back into range
Fixed not being able to change accessory of guns with no skins in the repair bench (m16)
Converted the 32 tutorial mp4 videos to webm
Fixed tutorial welcome video not playing correctly, was a mp4
Fixed main menu chat hiding the rest of the screen with RRP enabled
Added additional LOS check pos to stairs (L, U, spiral and triangle spiral)
Fixes Line of sight blocked errors when you have a clear line of sight
Fixed safe zone warning persisting on the main menu, also fixed missing title
F7 dialog completion screen now thanks the player for their feedback instead of for reporting a player
Hide movement speed modifier in the boosts UI in the inventory screen, was showing when leading animals or pulling siege weapons
merge from leading_boostui_fix
Console autocompletion fills entity name and path in lowercase, fixes some case sensitive commands
Fixed wires parented to doors stretching towards world origin after exiting/entering network range
merge from parentedwires_fix
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Added missing AmbientLightLOD to NVG scientist lights
Bumped the amount of gun firing effects we warm up
Metal embrasure warmed up amount set to 25
merge from ambientlightlod_pooling_fix
Fixed crazy formatting in debug.cs
Added debug.printlights command
Fixed AmbientLightLOD turning back on its lights when reused from the pool while culled
Was causing a lot of deployable lights to stay lit at any distance after a base streamed back in
Standing near a big base with 994 far ambient lights lit (editor):
- LightBinningAndShadowPass 1.2ms -> 0.5ms
- FindActiveLights 0.28ms -> 0.07ms
Privilege cache enabled by default (client and server)
Fixed home's store hero playing and rolling its videos with the menu closed
merge from ongui_allocs_fix
DeferredExtension.OnGUI and CoverageQueries.OnGUI gui layout set to false, was only running in editor
Disabled GUILayout on DDraw and OcclusionCulling
Was 0.7KB a frame for nothing, their OnGUI methods dont use GUI layouts
Fixed cooking workbench not showing the kettle when preparing the newly added teas
merge from cookingworkbench_kettle_fix2
Fixed LOD components allocating a delegate each time they reregister with occlusion culling
A big base streaming in (~3500 LOD components):
417KB -> 15KB alloc
Fixed MeshCull not hiding its renderer when reused from the pool while culled
Was causing code lock light quads to draw at any distance after spawning, amongst other things
Fixed ParticleSystemCull playing particle systems at any distance when turned on using SetVisible
Fixes conveyor flashing and furnace heat shimmers playing at any distance when they spawned in already on
Saves 0.15ms on the particle main thread when near a big base with 71 particle systems
Fixed door controller lights not being culled
Was ~0.2ms on light culling and binning for 81 of them
Idle SAM sites stop rewriting their aim every frame
Was 0.04ms per frame with 4 sam sites in network range
Fixed IO entities with pipes rebuilding their pipe colliders on every network update
IO entities sending full network update is quite rare as they rely on flags but still worth fixing
Fixed industrial pipes drawing invisible line renderers inside the pipe meshes, component wasnt disabled
For a base with 223 pipes:
Was 0.05ms on the main thread and 0.5ms on workers every frame