5,036 Commits over 792 Days - 0.26cph!
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)
Only allow regular 5.56 ammo to be used to reload the boat 50 cals
Extra MoutedWeapon profiling
BoatAI now checks for obstacles 5x less than what it used to (reduce avoidance_update_interval). Results are still decent enough to use and will greatly reduce the amount of time we are spending on repeated obstacle searches.
naval_update -> mountedturrets_fixes (broken everything)
naval_update -> mountedturret_fixes
Fix unset storage container in RHIB.DeepSea
turret_fixes -> naval_update
Use server start and end time instead (use invokeing for both) rather than just winging it in update loop (which will run slow on the server)
Lerp smoothly to 0 - dont hard set
demo_fixes -> naval_update
naval_update -> turret_fixes