4,998 Commits over 792 Days - 0.26cph!
- Some dynamic sizing so the profiler plays better on smaller screen sizes
- Add large overall scroll view, so we can scroll around the main view if its too small
- Remove logs
- Codegen
- Cleanup
notifications_indicator_fix_2 -> main
Dont read all noticies on init
main -> notifications_indicator_fix_2
main -> mountplayersync_ai_bypass
- Added CLIENT/SERVER seperate profiling versions
- Cleanup
- Codegen
network_profiler_accumulate_packets -> main
- Swapped detailed packet profiler from an array over to a concurrent collection
- Append new packets to a prexisting list rather than worrying about indicies and a fixed array size
- Snapshot size finally reflects packets captured
scientist_boat_work_queue -> main
Hack to get around boat steering and gas pedal ref values in a work queue
Swap boat ai to run on instructions handled by a work queue rather than letting each boat handle itself
partyhat_worldmodel_fix -> main
Dropped Party Hats are no longer white. They are now the same as the colour when worn
notifications_indicator_fix_2 -> main
Fix standard notifications not being included properly
Ensure indicator pops up in every circumstance (at least with bans)
- Simplify Notifications indiciator between saves
- Add partial to GrowableHeatSource
- Codegen
boat_planner_icon_fix -> main
Fix the 'boat planner' icon having green shadows
main -> notifications_indicator_fix_2
snapping_corner_nre_fix -> main
Fix deployable snapping corner hit NRE
Dont send aim dir at first - not needed
reduce_balistagun_aim_packets -> main
reduce_ballistagun_aim_packet -> main
Restore server tick (no networking overhead)
Stop every BallistaGun firing off a roughly 32~ byte packet every 0.05 seconds
Every cannon in the DeepSea was doing this at once.
- Fixed bug causing dismount not to unparent properly
- Ensured ShouldRepositionPerFrame() is inverted for setting parent (no parenting was actually happening), but mount update was skipped
MountedPlayerSync (for scientist boats) reduced from 1ms -> 0.01ms
- Actually skip MountedPlayerSync()
- Cleanup
Bring back changes on
65343, this allows us to bypass BaseMountable.MountedPlayerSync on a per mountable basis
- Expose MountSyncType options (can now parent players to mountables, or reposition per frame as normal) - can be set per mountable
- Allow AI to be able to handle these settings differently (eg we can parent just AI to mountables)
Compile fix (random include statement)
- Unity editor check and compile fixes on CLIENT/SERVER
- Swapped to Newtonsoft rather than JsonUtility - actually serializing the json properly now
- Expanded the name box
- Add import and export buttons to the ui. imported network data fills out the profiler as you'd expect
- Add names to serialized data so save/load profiles can support naming (as the ids will be invalid when loaded)
- Fix some incorrect server/client entity usages
- Cleanup
- Some clamping to avoid the server exploding
- Set detailed packing data as serializable so its included in the export
- Dont export with pretty print (to save space) brings a 10 second sample from 7MB down to 3MB
- Codegen
Network Profiler
- Can now profile for x seconds via command line
- Export to JSON file
- Import from JSON file
ScientistBoatOilrigManager: Fix collection was modified error.
RHIB and PT boat loot pass 3
PT Boat and RHIB loot pass 2
Fixed pt boat/rhib sometimes spawning without things in their crate
Stolen scientist boats from the oilrig event will no longer be killed later (when oilrig resets)