3,309 Commits over 945 Days - 0.15cph!
Allow barricades to decay the same speed indoors or outdoors
- barricades still won't decay when inside building privledge
Can override deploy tickrate for entities with faster decay rates
- set decay tickrate of barricades from 10min -> 1min
Change decay of all 4 barricades to 15 minutes
Use existing `PreventBuildingMonumentTag` to detect what `prevent_building` volumes are attached to monuments & convert them to flags that DeployVolume understands
- manually search for `MonumentInfo` in the editor since the prefab scenes don't have components added by S2P
Stone barricade protection value didn't save
Allow barricades to be placed anywhere in monuments
- melee damaged increase against barricades: same damage as normal deployables
- bullet & explosive damage against barricades stays the same as before
- split building volumes of barricades and bypass "prevent_building" tagged with monument
thumb_up
65
thumb_down
34
Also ensure it doesn't do higher damage against high walls & external walls
Buff salvaged hammer so it has the same DPS as a jackhammer, but only against deployables
- still uses normal damage against walls and doors
- acts like it's higher durability because it uses less hits to break things
Allow players to skip queue when joining a server for 5 minutes after they are disconnected
- will hold your spot so server doesn't overfill
- controlled with convar `rejoin_delay` (default 300s)
Optimize sam sites by looping through all possible targets on the server and checking distance instead of using physics queries
- store list of all sam site targets on the server
- no idea why physics queries are that slow
merge from main -> optimize_sqlite_fastmode
Industrial conveyor now adds item directly when it is clicked in the search menu instead of the search menu closing after each item
Increased search menu size from 5 items -> 24 items
Made the conveyor filter menu larger to show more items at once
https://files.facepunch.com/jakerich/nigt4uYWxO8KGLDH/k8z5W03AYiTh9mD0.mp4
Increase industrial conveyor from 12 item filters -> 30 item filters
Double size of mixing table recipe list from 4 -> 8 recipes shown at once
Add `auto_refresh_region` convar
- defaults to false on linux so it only gets ping region on startup
Try to destroy ping instance ASAP in sequential mode
Add 0.5s wait between pings to prevent job system interference
Add larger wait when waiting for ping to be done
Fix gameplay bulk events & lag spike events not using data object format
Fix server_id missing from the CSV tables
Add HV ammo & incendiary ammo to the mixing table
- pistol ammo = GP + Metal
- rifle ammo = +1 metal on right
- hv ammo = +1 GP on left
= incendiary ammo = +1 sulfur on right
https://files.facepunch.com/jakerich/PF33K4pcvWYvmH2U/iy3xnFV864Zc4kau.png
Also re-ordered the mixing table so all basic teas are shown grouped together
Fix pooling warning message
Log lag spikes caused by RPCs & console commands
- default threshold 40ms
- add `command_lagspike_threshold` and `rpc_lagspike_threshold` commands to configure
Move packets per type from JSON to seperate CSV
Reset the ObjectWorkQueue before it early exits when no work is present
Don't serialize queues that did zero work in a frame
Implement ObjectWorkQueue profiling dumping to CSV
Fix ObjectWorkQueue using full name instead of name of type
Enable ObjectWorkQueue profiling by default
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)