13,642 Commits over 2,741 Days - 0.21cph!
Fixed arrival points not saving
Add support for updating UI elements in place without destroying
Uses a new "update" field in the AddUI convar that allows for specific variables on a previously created and named UI element to be modified.
Merge pr 32 - Fix countdown not working
Fix countdown not working
Merge branch 'pr/32'
Add needsKeyboard option to InputField
Will only block input while the input field is actually focused.
Can now add "needsKeyboard":"true" to an input field to make it block input only while the input field is focused
Merge from powerline_zipline/proc_gen_improvements
Reapply the arrival point entity that I subtracted in
69932, render the entire line and only spawn them if the line is over 100m long
Ziplines can now route through two mid points to reach their destination
Cherry pick
70074 for comparison
Add zipline dismount points to sewer branch and stables
Add chicken and polar bear icons
Scrap transport helicopter icon + translation
Added minicopter translation and icon
Fixed NRE when attempting to show an NPC icon with no icon assigned
Added zipline dismount points to lighthouse and dome
Force save after modifying achievement stats
Merge from april_22_optimisations
Change "allowUpdate" to just "update"
Add some more examples to the test rpc's
Another attempt at a method for updating UI with destroying/recreating UI
Adding "allowUpdate":true to a component will do a gameobject lookup by name and update just the included variables
Better than the last approach as it's not relying on reflection and keeps the logic contained to CreateComponents
Move NPCWalkAnimation to the persistent work queue
Moved laser beams to the new persistent work queue
Removed a redundant bit of extra work for non weapon mounted laser beams
Fixed voice props laser lights not loading their speed setting properly if they were on while the server was loaded
Fixed first person spectating not properly displaying grenade launcher reloads
Added a prefab version of analytics trigger (Assets/Prefabs/Misc/Analytics)
Added trigger to entrance_monuments_a and entrance_monuments_b
Adjusted name of each event in monument scenes
S2P trainyard, powerplant, military tunnel, launch site, both harbors, excavator, compound and airfield
Added a TriggerAnalytic component that can send an event every time a player enters it
Includes a per-player timer so a player can't trigger it more than once every two minutes
Fixed train tunnel deaths only counting if they are in or near the entrance stairwell (should now be counted anywhere in the tunnels)
Fix oil rig deaths not being counted (incorrect monument bounds on OilrigAI prefabs)
S2P
Fixed a bunch of exceptions and rendering issues in the Viewmodel testing scene
Hot air balloons will now disable global broadcast if they are grounded, the engine is off and they are deflated
WIP on reducing the number of layout components (156->93) as layouts can take anywhere from 0.3 to 0.8ms a frame
Removed layouts on item blueprint buttons (and improved sizing for non-english languages on New text)
Disabled contents of AI designer panel when not in use
Disabled layouts on conversation screen
Disabled contents of NetGraph when not in use
Don't update FlameJet LineRenderers if it's not active
Add new PersistentObjectWorkQueue, similar to ObjectWorkQueue<T> but designed to iterate over a non-changing list of objects
Implemented new queue on LightgroupAtTime (consistently taking 0.6ms a frame, new limit is 0.1ms)
Fixed ObjectWorkQueues never actually starting the stopwatch (this will be causing performance impacts on clients and servers)
SegmentMaskPositioning no longer allocates 432 bytes every frame and is faster (this component is active whenever the inventory is open)
Remove a duplicate mounted check in BasePlayer.ClientUpdate
Checking an animator bool and not assigning if necessary is slightly faster than setting it every frame, so do that in PlayerModel.UpdateParameters
Don't get voice processor volume on NPC's
Store the last hit info when a player takes damage
If a player suicides while wounded, use the last hit info for the death screen and stats
This should fix so many player deaths being reported to analytics as suicides when they've actually been killed by other means, as well as making the information displayed on the death screen more accurate
Raise zipline dismount points at water treatment plant, S2P
Improved dot product check on chain connections
Chain connections are now multi-directional
Ziplines can now travel up to 3m higher than their departure point
Add ziplinelaunchpoint.report that prints out the total ziplines and some length information (total and average)