111,828 Commits over 3,928 Days - 1.19cph!
Added icon to radioactive water
Radioactive water will merge together with water or salt water in containers, turning them into radioactive water
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Add: new StringView utility
It's essentially a ReadOnlySpan that keeps alive it's referred-to string, and is able to be stored as a member variable. Only contains a smidgen of algorithms that are needed to use it as part of ServerBrowserList. Goal is to find out how much code we need to update to be able to eliminate most allocations in the browser refresh flow.
Tests: none
Phrases build without the DLL
Fixed source generator broken reference
Keep the map as low res as possible (256x256) since we only have a couple of radioactive water objects
Swapped radioactive water check from physics checks to a texture map instead
Fixed industrial lamp and simple light wires clipping with wallpaper
burst cloth handling view model scaling
- requires setting a transform field on viewmodel burstcloth setups (done for frontier_hatchet)
Added new Dart ammo type.
Added a basic damage bone dart item.
Set blowpipe internal mag to use darts.
Applied shelved placeholder item setup
Added TextMeshPro to the clientsideOnlyTypes list in PrefabPreProcess, so it is stripped before its MeshFilter
fixed silly gc allocs coming from version Mathf.Min and Mathf.Max that take params arguments
re-use already calculated shore distance and terrain height values in water heigh calc
Setup for all weapon rack variants
Checking in pending changes before switching branch
further improvements
- replaced managed simdata with native
- corrected flattened 3D array indexing
- adjusted baking output to write data in native layout (rebaked)
WIP aim pose system, starting with an editor to author poses
Fixed map markers getting deleted when right clicking pings on the map screen
The ping that was right clicked will now be deleted
Merge from monitor_loopping_gesture_fix
Merge from wiretool_spherecast_fix
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Merge from map_perf_fixes
Removed Update method from IndependentScale component
IndependentScale updates are now called from the Client class
MapScaleIndependent updates are now called from the MapView
Should save around 0.06ms during general gameplay, varying based on map size and number of markers
Don't run the vending machine map marker update if the map isn't open, should save about 0.09ms a frame, varying based on map size and number of vm's
Backups: scene, raw anim/mocap takes, prefabs and timelines
Wall clip improvement tests WIP.
Don't run the CanPlayerUseWires spherecast every frame if the player isn't looking at an IO entity
Added drinkable radioactive water to new radtown
S2P
Make wolves eyes glow in the night
Fix wolf circling being broken
Updated description
Added to T2 tech tree