11,006 Commits over 1,950 Days - 0.24cph!
Fixed zipline building blocks not properly calculating on multiple hops
Fixed some inconsistencies between client and server building block generation
Potential improvement for layout fps drop when item pickup notice is on-screen (eg. after hitting a tree)
Remove RustLayout and replace with a simple spacing component that doesn't implement the layout interfaces and runs in an update
Fixed placeholder New text on blueprint buttons
Add support for the player to transition directly to another parenting trigger instead of briefly unparenting entirely (allowTransitionToOtherParentingVolume on TriggerParent)
Should provide more reliable behaviour when moving between parenting volumes at high speeds
Only enabled on above ground train cars
Fixed some alignment issues on answering machine UI
Fixed input field not using an empty string by default
Merge from spraycan_merge2
Replace Color.Parse with a span based version
Removes most of the garbage, still leaves a little bit that could be removed with a .net update
Consolidate type parsing into one method
Cache fonts rather than loading them from the file system every time a text label is created
Fixed button listeners not being properly cleared when pooling
Fix needskeyboard and FadeOut params not working with pooling
Add support for pooling
Since UI components are assembled programmatically at runtime this generates a hash for each instance to reuse later
Reduces allocations by 75%, increases speed by 95% and should work without any input required by plugin developers
Better fix, just remove the inside group checks
Fixed some edge cases where a spray could be stuck as busy
Run accurate mesh snapping on regular MeshRenderer components and on objects on the Default layer
Remove limbo group solution in last commit, caused issues when switching while a player was mounted
UpdateNetworkGroup now recognizes if an entity is in the global broadcast group and updates it to use it's local group
Fix shot parenting applying incorrect offsets when parented to the root of a player
Fix convars getting triggered while a text input has focus in the demo shot UI
Fix coupling light in cabin auto playing when camera enters range
Fix global broadcast changes at runtime (hab/helicopters) not taking effect because the entity has not moved (UpdateGroups returns false so nothing happens)
Add support for demo shots to serialize parented shots
Stores the current parent entity and optionally the bone that the camera is attached to
Fixes out of sync camera movement in shot playback when a shot is recorded while parented to a moving entity
Fixed performance drop when looking at a deployed boom box in a crowded base
Rerun train car gib setup
Merge from abovegroundtrain_dismount_fix
Fix player tick interpolator being set to a world space position when dismounting a mountable while parented to another entity
Fixed coupling pfx happening when entering range
Tweak particle effects so they are visible form the cabin
Add a light in the cabin that blinks briefly when a workcart couples
Add some sparks when coupling/uncoupling
Don't allow climbing ladders while mounted to an entity, hopefully fixes player briefly intersecting with ladder volume when mounting/dismounting and causing issues
Add NavMeshObstacle to base train wagon prefab
Codegen (fixes endless night)
Cherry pick growable_optimsations
Added graphics.disableLightLod admin convar, bypasses all distance based light lod calculations so all lights will be no longer be disabled at a distance
Doesn't affect quality settings that limit the number of active lights (eg. graphics.shadowlights)
Merge from death_screen_improvements
Add prefab information to rocket_sam prefab (but use the associated item field instead of filling in info)
Remove PrefabInformation component from SAM_site_turret_deployed (since it's an ItemDefinition this should get associated automatically)
Fixed item definition lookup on death screen being case sensitive
Show gib warning/errors even if the overrides section is closed
Don't show the update effect bounds button if the effect bounds are already correct
Manually improved gib sizes on TrainWagonA and TrainWagonB
Sync and shrink gib overrides for train wagons
Fix spawn gibs in scene editor button not working while the game isn't running
Apply the same optimisation when looking at plants, preventing splashes causing excessive network updates
Planters will no longer send a network update when splashed with water more than once a minute
Planters will now update their saturation on the client side via an RPC when looking at the planter (similar to IOEntities)
This keeps the UI responsive when watching the water amount go up when looking at a planter, but should dramatically reduce network updates for large farms
Merge from death_screen_improvements
Merge from apr_22_optimisations
Merge from death_screen_improvements
Add phrase keys, hook up to death screen