250,613 Commits over 3,959 Days - 2.64cph!
Added a warning to the RendererBatch component if a mesh has been assigned that is not compatible with renderer batching
Checks for submeshes, vert counts and r/w status
Added a tool in "Tools/Optimize/Find RendererBatch not marked read write/Fix" that will enable r/w on any models in the scene that are otherwise compatible with batching
Ran this on radtown, picked up 177 objects
S2P radtown
ChunkBiomes -> ChunkData. Chunks store cost alongside biome
Updated everything else to use ChunkData properly, assigned unique costs to each chunk
Prefabs can now be saved to ChunkData in dev tools
Fix crafting queue getting stuck at 0 seconds and wrong item when reordering crafting queue and cancelling items
Set up some audio mixer channels
moving platforms, map updates
Fixed input settings not being applied in subsequent games (d'oh)
Fix water jug & bucket dumping water if you leave water while holding right click to fill them
Try to make restitution work with soft contacts, fixes bouncy surfaces when dynamic collides with kinematic
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WIP cookie get / set node
Better handling for this edge case, also handles empty strings and when the editor itself is mid-shutdown
Grab a few edge cases preventing all scenes from loading from the last session
- Add a boolean to monuments allowing manual control of if heli should crash there or not
- Ensure patrol heli respects the filter
merge from stables_npc_fix
Fix NRE happening on TravellingVendor::IgnorePlayer
Wrap spawn logs in UNITY_EDITOR checks
Expose AccessorNodeDefinition
various hacksaw blade lengths, basic hacksaw script, hacksaw prefabs
Merge from fix_computer_station_enter -> main
Stop Travelling Vendor from spawning on top of stuff inside the Radtown:
- Simplified Travelling Vendor spawning
- Profiling for spawn attempts
- Topology alongside better physics checks
- Refactor
Fix having to click on the input field after each camera you enter in computer station
Added rock_formation_huge_e
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Radtown puts down monument topology
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Update: Whole tree streaming logic is time budgetted
- Right now has a budget of 1ms, controlled by UpdateBudgetMS convar
- Streaming preference is given to players who have more cells left to stream
This change protects us from having too many players in the streaming queue eating up all the frame budget.
Tests: On craggy confirmed that streaming still completes
Update Facepunch.ActionGraphs
Editor will restore all opened scenes/prefabs from previous session, not just the last one.
Changes to rope segments of catapult. Added transmission to parts that needed it.
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gmad.exe - do not pause when launched through existing cmd.exe (Partially Community Contrib)
Make "force open main menu" warning an informational one (Community Contrib)
Also make it use a localization string
RPG entering water does not slow down
Also if the RPG missile somehow reaches speed close to 0, explode (before required exactly zero)
Added failing IsAssignableToExtended test
Fix IsAssignableToExtended edge case with generic interfaces
Revert "Add [Target] attrib to ForEach enumerable"
This reverts commit 387e1b482f8525e728fba73be973345cf312ebbe.
Early tests at getting siege weapons hitchable by horses and cars
Tweaked catapult colliders, added repel and hurt triggers
Update: consolidate tree manager cell streaming
- Hidden behind the Network level 2 logging
Right now we don't fit the 10micros budget(~60micros), so we end up sending 1 cell per player - going to add a frame budget with player sorting to avoid hogging the server
Tests: On 4.5k procgen map tracked first and second player connecting, was able to observe cost of jit
Add [Target] attrib to ForEach enumerable
Failing test for DefaultConstructorConstraint
Fix testing DefaultConstructorConstraint