3,110 Commits over 915 Days - 0.14cph!
Add `runtime_profiling_interval` to allow the flush interval to be changed (default 60s)
Fix #CLIENT compilation errors
Switch gameplay events to also use new bulk uploading api
merge from main -> analytics_server_profiling
Re-apply CS
97577 (modify launch site scene)
Re-apply RendererLOD `minDistanceMultiplier` functionality to clamp minimum lod scaling
merge from main -> launch_site_lod_culling_fixes
Fix bulk analytics creating empty blob when uploading zero events
Add logging of method call times via unity's profiler (ProfilerRecorder API)
Disabled by default
Upload bulk analytics points gzipped
merge invoke_execution_time -> analytics_server_profiling
merge from main -> analytics_server_profiling
Modified the launch site scene
- a few generators & the overhang on recycler building were overriding the RendererLOD state to 100m
Fix dockwall_stairs_600 missing a material causing the top to look transparent
Fix ticket booth windows going opaque past 60m
Fix pillar in front of triple boost building being culled past 75m
Set culling to 300m on tire stack, launch site grills in front of rocket building, walkways up the back, pickup truck
Fix green card room windows going opague <300m
Min 300m culling for all the pipeline prefabs used in launch, the crate cover & the planters
Add `minDistanceMultiplier` to RendererLOD to prevent mesh.quality scaling down LODs for low settings
- fixes windows becoming opague at low graphics settings
Apply min LOD scaling of 100% to all the prefabs with windows (airfield towers, launch site warehouses, launch site rocket building)
Fix windows of rocket puzzle building becoming opague past 60m
Fixed not seeing gaps in windows in launch site warehouse buildings past 100m
Fix not seeing gaps in airfield tower windows in launch site by increasing LOD1 from 40m -> 350m
Fix a bunch of prefabs inside launch site that cull at 100m - 200m -> 300m (network range)
Fix pooling warning message by manually marking events uploaded in CSV as submitted to analytics
Change TimeSpan to be sent at nanoseconds instead of float seconds (for new analytics data points)
Don't include invokes with zero calls in a frame
Ensure csv files have .csv extension
Track execution time per invokes
Merge from main -> analytics_server_profiling
Default every single SQLITE table to `fastmode` = true
- `fastmode` also sets synchronous pragma from FULL -> NORMAL
Fix the demolish option being the default option when opening radial menu even though it's the last option
Merge from hackweek_combat_playground -> aux2
Add convars to scale throw distance of grenades (so right click can be a short toss instead of droping a live grenade at your feet)
Merge from hackweek_combat_playground -> aux2
Try disabling ambient volumes (the thing that makes it dark inside buildings) to increase visibility
Merge from hackweek_combat_playground -> aux2
Add `barricades_in_monuments` convar to allow barricades to be placed anywhere in monuments
Add `barricades_decay_override` convar to set forced decay time of barricades
Merge from hackweek_combat_playground -> aux2
Default to sending replicated convar to server instead of telling me I can't run it clientside
Add replicated convars to scale player movement speed clientside
- movement_speed
- sprint_speed
- jump_height
- fall_damage_threshold
Allow grenades & explosives to be modded
merge hackweek_combat_playground -> aux2
Visual studio automatically adding incorrect using statements
merge from hackweek_combat_playground -> aux2