2,816 Commits over 456 Days - 0.26cph!
Cooking lerp, driven by the server for now
Adding or removing items to/from the cooking item stack updates the cooking visuals accordingly
merge from autoturret_servertick_optim
Fixed npc turrets erroring when finding a target, caused by
114404
First pass of 'visual cooking': we now show food world models being cooked in barbecues and campfire
merge from autoturret_servertick_optim
Toggle the client warning zone trigger based on the peacekeeper flag
Set the exclude layers
Strip the massive target detection trigger from the client
Set the exclude layers
merge from building_privilege_cache
Longer clientside building priv cache when holding a wire tool + some optims
Fixed IsBuildingBlockedByVehicle cache return
Increased cache duration on flame turret and shotgun trap
Custon cache duration for IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity
Comments
merge from autoturret_servertick_optim
Check if the autoturret has entities connected to its outputs before calling MarkDirtyForceUpdateOutputs
This will drastically reduce the time spent on AutoTurret::ServerTick on server with a large IO queue
Enqueuing turrets can be very slow because of the duplicate checks - temp solution until we back the IO queue with an hashset
LifeStoryUpdate::UpdateTimeCategory now uses a 45s cached server building privilege
Added support for different cache duration in BaseEntity::GetBuildingPrivilege
Flame turrets now cache the dominating building privilege they're linked to
If they don't have any linked TC, we use a server cached GetNearestBuildingPrivilege
Also adjusted the trigger exclude layers accordingly
Shotgun trap now uses server cached GetNearestBuildingPrivledge when not attached to a building
Skip trigger check if we can't fire
Set trigger Exclude Layers
Set IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity cache time
IsBuildingBlockedByVehicle merge fix
merge from windmill_height_fix
merge from windmill_height_fix
Prefab cleanup, minor optims and stripping client stuff from server
Windmills now calculate their relative height once when deployed
Instead of sampling the terrain height, we raycast to the ground using Terrain and World layer
Fixes windmills placed on cliffs having incorrect height values
merge from crafting_update
merge from crafting_update
Special formatting for horse gallop speed mod
Horse modifiers UI
Refactored UIBuffsIcon into a base class we can inherit to show any type of modifiers
Updated the horse loot panel to use RustTexts
Removed debug log when setting the duration of a Timer Switch
merge from crafting_update
Added comfort modifier, gives some level of comfort away from fire
Applied to the chocolate bar
merge from crafting_update
Horses can poop again
Eating food from trough add boosts correctly
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merge from crafting_update
Fixed players boost not working unless they're horse boosts.......
merge from crafting_update
merge from cookingv2/horse_modifiers
Tweaked bread dung production bonus
Tweaked dung spawn pos, it was a bit off after the horse update
Randomise its rotation so it's not the same everytime
Adjusted the velocity to be more downward for a more realistic drop
Fixed horse dung culling too early
Converted LODGroup to MeshLOD