11,006 Commits over 1,950 Days - 0.24cph!
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)
Increase the max number of teammates that the map can display to 40 (was 16)
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Improved animated ease in when mounting a zip line, player rotation should look less awkward
Stop error when opening a vending machine from the marketplace screen with missing merchandise info (still shows an empty slot, but at least it won't disconnect the client)
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Fixed NRE when killing a shark with a torpedo
Experimenting with a way to update UI in place instead of having to recreate objects
Reapply changes from main
Update from repository (merge pull request 22, 28 and 30, add NeedsKeyboard support)
debugcamera_lock will no longer stop debugcamera_autoload from working
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Client compile fix
Sleeper nametags will now ignore ESPCanvas.OverrideMaxDisplayDistance (the nametag will display when at close range as usual)
Fixed grenade launcher shells not appearing correctly in death screen
Added support for scientists to show an icon on the death screen, added a temporary icon
Fixed static floor spikes
Fixed cases where an entity would display as the attacker and weapon (landmine, flame turret)
Better display (localized/icon) when killed by compound turrets, grenades (beancan, f1, etc)
Being killed by a deployed entity will now show the icon for that entity in most cases (auto turret, spikes, external walls, campfires, etc)
Added the ability for the death screen to show translated NPC names and icons
Add ESPCanvas.ColourCodeTeams, will make nametags of all players on team ID 1 appear as green, team ID 2 will appear as red
Fixed 3rd person effects on ice ak appearing while in first person (floating ice cloud)
Merge from powerline_zipline