13,600 Commits over 2,710 Days - 0.21cph!
Fixed a pooling issue in BasePlayer-Server causing lists to get pooled twice, leading to unintended and seemingly unrelated issues (ziplines in this case)
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Expose show death on compass in the options menu (User Interface section)
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Merge from hazmatpipefixes
Fixed all diver suit pipe variations appearing all the time (moved all pipe renderers into a child tranform and turned that on and off via backpack notify component)
Adjust m39 height on backpack
Adjust m39 height on backpack
Adjust m39 height on backpack
Improved holster positioning on m4 shotgun, double shotgun, hmlmg, flamethrower
Updated backpack positioning on all pickaxes, hatchets, jackhammer, fishing rod and chainsaw
Add global.showDeathMarkerOnCompass convar
Added debug.rpcStatTracking
Tracks how long each RPC takes over time, inclusing minimum and maximum timings
Added debug.PrintRpcStatTracking that prints all of the saved info, including the average time spent per rpc
Added debug.ClearRpcStatTracking to clear any saved data
Extend transition durations
Fixed npc anims not looping
Fixed case where OnConversationEnded wouldn't get called
Fix new tag not appearing on first boot due to time restriction
Update item store new items check to run every 30s instead of every frame while the main menu is open, saves 0.8-2ms a frame and 96b of garbage
This wouldn't have run while the menu was closed, so will have no regular gameplay performance impact
Add support for a player model to be put into cinematic mode with a custom animator instead of the cinematic animator, allows for custom animators per npc
Add cusotm animator for tutorial npc with just the states we need
Apply to bandages as well
Applied player only ItemModEntity behaviour on 349 entities
Updated meta files for new animations
Make the blood on screen UI elements that appear when getting shot poolable, reduces GC allocation (30.6kb -> 1.7kb) and execution time (0.52ms -> 0.19ms)
Applied to both the red blood and white censored version
Optimise the backpack reparent process so it uses the faster id based bone lookup
Readded the backpack slot enum to allow for per backpack left and right backpack slot offsets
Slightly adjust the right hand side of the large backpack to better fit the new dimensions
Set up side holstering on large backpack
Merge from backpacks/player_remains
Updated particle system IK to respect arc shape settings
Not 1:1 for regular behaviour, but pretty close
Fixed deployed pump jacks not working, re-enabled old oil behaviour
Update unused mining quarry deployable (for modding, not vanilla)
Merge from backpacks/side_holster
Set up initial individual backpack offsets for all weapons
Remove backpack slot field
Use backpack specific offsets on each weapon holster info
Apply specific rotation/offsets for both rocket launchers
Added an override bone option to WearableHolsterOffset, allows a piece of clothing to override which bone entities parented to a slot go into (eg. move back mounted weapons to spine4 while a backpack is equipped)
Initial implementation of new player remains bag model
Show closed state if bag hasn't been opened
Show open state once bag has been opened
Show debris if the bag has been opened and has more than 3 items in it and it's rigidbody is resting
Reduce strict time limit back down to x3 frame budget
Added an early out in the industrial conveyor logic that will stop the split item being created if there is no obvious place for it to go on the target output container
An unneeded split item could still be created and then rejected from the container in some cases, but this should dramatically lower the number of items being created and then destroyed as part of the conveyor process
Don't enforce the strict transfer time limits on the first transfer a conveyor does, as that involves some intial pooling that won't reoccur (likely less problematic in a build)
Fixed some cases where the strict time limit wasn't being enforced properly