2,742 Commits over 456 Days - 0.25cph!
Bread cooking visuals
Loaf gradually inflates while cooking
Kettle when preparing teas
Cooking visuals for all meats
merge from crafting_update
merge from crafting_update
Added cooked human and cooked horse recipe to cooking workbench
Cooking visuals for all pies
Cooking workbench cooking visuals
Apple pie setup
Adding raw food on top of a cooked food slot will now replace it correctly
Fixed NRE when smelting empty cans
Code cleanup and comments, split BaseOven into two files
merge from crafting_update
VisualFoodSettings prefab attribute
Clean any meat prefabs when destroying ovens
Camper bbq visual cooking setup
Hobo barrel visual cooking setup
Cauldron and skull firepit meat setup
Renamed rabbit meat icons
merge fron crafting_update
Setup all meat prefabs
Setup BBQ cooking visuals
merge from crafting_update
Meat cooking client prediction and server reconcilliation, wow
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