12,414 Commits over 2,284 Days - 0.23cph!
Unsaved terrain prefab id's
Finally fixed snow material showing on deep sea island (for real this time, promise)
Fixed beds on boats not triggering periodic refreshes of respawn options on the client
Move tutorial islands further away from deep sea (only cover half of the map edge)
Fixed constant NRE's and profiler errors in WaterCamera
TerrainMesh now searches from the root of the island, should catch the various rocks using terrain blend shaders
Added debug.printterrainconfig
TerrainConfig is now a BaseScriptableObject so we can use FileSystem
S2P both islands
Fixed farm access guard not actually taking scrap, S2P both cities (no scene changes)
Merge from floating_cities
Invoke gestures with a gesture config, not a string
Clamp the gesture list so the scroll doesn't feel bad
Merge from boomerang_animfix
Update icon of boat stairs block
Don't spawn tutorial islands in the deep sea
Merge from chippy_optimize
Don't render chippy arcade machine if player isn't in front of the machine (lol)
Don't render chippy arcade machine if player is mounted to another arcade machine
Don't render if the chippy game is on the main menu and we've already rendered a frame (since nothing is going to change)
Disable canvas of chippy arcade machine if player isn't in range for the canvas to have anything on it
Replace LOD1+2 of arcade machine with non skinned meshes, allows them to be batched
Replaced some GetComponents on the server with casts since we already have access to the entity, should be a mild server side saving
Gains about 30fps when standing infront of a group of 60 arcade machines
Swap TerrainConfig to tropical when in deep sea, fixes snowy tropical beaches
Merge from slots_optimize
Update caboose versions of slot machine
Delete 6 meshes that are no longer needed, about a mb worth
Make the slot machine and storage entity poolable, entering range of a slot machine that has already been pooled now takes 0.13ms and allocates 384b (was over 2ms)
MeshCull the black out box
Slot machine optimisation pass - halved the file size of the prefab, removed all skinned renderers
Removed all allocations from client side invokes
Don't spawn the payout UI elements until the player is with 15m (when the canvas would enable)
Fixed farm barge NPC opening door too early
Merge from floating_cities
Restore /rpg folder in RocketLauncher, fixes broken vanilla rocket launcher caused by
133429
Merge from scene_holster_tools
Move the scene based holster tool buttons into the scene view and not the inspector
Merge from water_pump_power_fix
Removed a couple of server allocations when firing events on Water pumps and Fluid Switches
Another potential fix for sprinklers still spraying when connected to a water pump with a large height difference and the pump loses power
Mark two more collision meshes r/w
Setup swap RPG component on viewmodel
Marked remaining floating city collision meshes r/w
Delay visual chickens enabling for a second, seems to fix the distorted skinned mesh renderers
S2P floating city 1+2
Added SkinnedMeshBaker to player model, switches to a non skinned mesh at 10m (obviously too low but good for a/b testing)
Added graphics.bakedSkinnedMeshes and graphics.RefreshAllAnimatorLods convars for testing
Seems to save about 0.6ms/frame in an isolated bandit town
AnimatorLOD now has a BakedSkinnedMesh field, if assigned the skinned mesh will be baked and the LOD will switch to that renderer when the animator is disabled
Remove all Linq usage in PlayerModel (not really related to this task but should help garbage)
Subtract
133193 (cinematic_play_fallback)
Merge from naval_update/floating_cities
Made a visual only version of the chicken, spawning fully AI driven chickens to sit in a cage is pointless
S2P floating city 1+2+3