10,950 Commits over 1,950 Days - 0.23cph!
Fixed weapons staying visible while gesturing
inventory.copyto now copies the contents of the backpack
All of the inventory save/load loadout convars now copy the contents of the backpack (if equipped)
Fixed backpacks not responding to the 'ent' convar
Note that this adds the Physics_Debris layer to the ent trace, so this might change the behaviour of that command in some cases
Death/map screen profiling and performance improvements
Don't populate the folded out version of the vending cluster widget until the player clicks it (seems like this is where most of the cost lies, this will also be fixed by the upcoming vending widget redesign)
Enabled pooling on cluster and vending markers
Old: 99.6kb of GC and 16.3ms for 101 vm's in 5 clusters
New: 185kb of GC and 3.6ms for the same display
Still WIP, can definitely fix the GC increase
Update spear to be a wooden spear skin rather than stone spear
Fix dragon launcher backpack holster offset
Merge from shelter_pool_fix, hopefully fixes zipline issues
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