10,994 Commits over 1,950 Days - 0.23cph!
Disable per object motion vectors on hlod meshes
Added debug.PrintDebugWorldInfo and debug.CopyDebugWorldInfo to print/copy the current world info (pos, map, seed, size)
Won't do anything in Hardcore
Subtract
74796, made no difference
Add demo.showCommunityUI convar that controls if server driven UI's appear in demos. Defaults to false
Added "entcount" admin command, prints out all entities associated with a given player (TC auth, lock auths, etc)
Supports an optional entity name parameter to filter results (eg. lock.code)
Supports --json
Show an icon on the belt bar icon when a weapon has a light attachment that is active (flashlight or laser)
Add a very light drop shadow to the amount text on the belt bar icons so they can be seen easier on bright white backgrounds
Tackle mission fixes:
Fix duplicate localizaiton key causing first line of mission to read "Tackle the day"
Fixed being unable to continue mission if player loots tackle container from maximum loot distance (switched move objective from close to roughly)
Fixed missing space in dialogue when accepting tackle mission from fisherman (fisherman_node_missionone localization key, will need phrase rebuild to work in-game)
Vedning machine map clusters now have a green circle to better stand out on the map
Fully disable HLOD system temporarily, want to test performance running as close to main as possible
Expose limit fps in background option in Screen section of Options menu
Change all growable plant checks to use Debris layer, fixes being able to place multiple plants in the same planter slot
Add slots for adaptors and crafters, industrial crafter now needs to be attached to a workbench
Industrial crafter can only craft items that meet the level of the workbench
WIP industrial crafter, has inventory space for a target blueprint, inputs and results
Automatically crafts the supplied blueprint once it has the required ingredients
New IO type, Industrial (was using kinetic but that's actually used in a couple of places)
Updated prefabs
Don't show power number on crosshair, presumably it will always be 0
Redo satellite dish to fix some missing renderers
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Don't register/unregister hidden LOD components from culling (brings HLOD system in line with CullingVolume)
Remove the ControlledBy field on LODComponent, doesn't seem to be needed anymore
Removed performance cost of DynamicMouseCursor by extending StandaloneInputModule and accessing the protected last raycast data, improves CPU time by 0.5ms while cursor is visible
Drop HLOD texture sizes to 512
HLOD water treatment plant after merge
Fixed hurt punch screen overlay occurring when the debug cam is active
Reduce all HLOD textures to 1024
Fixed skip generation HLOD option not working
Added fps.limitInBackground client convar that reduces fps cap to 15 while the game isn't in focus
Doesn't apply in the editor as clicking outside the game view in Unity is considered not in focus
Don't report performance analytics while the client is in the background if this setting is on
Fixed viewmodels not appearing after reconnecting if player disconnects while gesturing
client.showcaminfo is now saved
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Increased size of prevent building volume around ziplines (this will also remove more trees around ziplines)
Post zipline spawn tree checks are now larger
Increase lighthouse LOD swap distance
Fixed missing geometry on dome HLOD
Moved all horse idle and footstep sounds to new occluded sound class so the horse idle sfx shouldn't be audible inside of a base
Animal idle animations now have a randomised cycle offset so they won't play their animation in sync with other animals
Applied to horses, wolves, chickens, bears, boars and stags
Fixed wooden signs not being able to be picked up
Free spray radial option when holding a spray can will now read "Free Spray" instead of "Graffiti Pack" (Will need a phrase rebuild)
Update harbor_1 to include the hanging container in the HLOD
Switching the graphics.hlod convar now immediately updates all LODs, bypassing the budgeted update (this was taking up to 30s to change the lods of every object in the world in proc gen, making comparisons difficult)
Merge from timeline_recorder (cinematic tools, should have no impact at runtime)
Merge from firstpersonspectate (various fixes)