198,677 Commits over 4,140 Days - 2.00cph!
merge from reduce_log_history
merge from turret_minigun_fixes
New: DemoBuildingsViewer(Tools/Demo Buildings Viewer) - utility to extract buildings from a demo and create a scene of them
- Fixed VisualFoodSetting.PreProcess to nominate for deletion, instead of destroying directly
Currently only looks at keyframe 0 to detect building entities, which doesn't seem like enough
Tests: used a client demo from a release server to spawn a bunch of building scenes
Check drop data in hero update
Home Screen:
Only show twitch drop tile if there are on going twitch drops
Show how long is left until drops end
Only update modal window UI when we need to
merge from indirect_instancing
Adding pilot hazmat test with burst cloth
Store general tab navigation wip
Resetup player profile and premium icon
Enable GPU instancing and Read/Write on 5913 assets
Use culture to translate shorthand values before we display them
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Remade Server Browser:
Swap single browser logic for multi-browser like the old menu.
Remake mode categories as large toggle buttons.
Reintroduce OR and AND behaviour into each toggle group - use second tier transform parent as the check for when to toggle.
Add shorthanded player counts.
Fix inputs being registered twice with domain reload disabled, everything in Playground seems to work at this point. I can hop into playmode within 7 seconds which is awesome.
Handle resetting list components in code gen, reset LeanTween fields manually. We can now walk around, aim, shoot -- just some UI bugs left.
merge from fix_ide_warnings
merge from storage_adaptor_clipping_fix
merge from modding_prefabs_july
merge from main Barrel_Monitor_Move
merge from dungeon_errors_primitive
merge from blocked_container_input_fix
merge from cookvisuals_nrefix
Removed references to RendererWrapper
ghost ship interior progress
set dressing pass
reworked PlayerCache into a generic StableObjectCache to re-use it for batched Projectiles, making use of it for reading batches of projectile transform data which speeds it up by roughly 8x-10x compared to going through managed properties (cached or otherwise)
Tests: re-ran all projectile and PlayerCache tests, adjusted to new interface
Consistency tweaks/polish
Revert materials and meshes for merge
hull_triangle parent trigger & vehicle world collider.
Implemented command reorganising: Ensures that indirect args that survived culling are contiguous in memory so that culled commands can be skipped. This speeds up the colour pass on the render thread by almost 2x.
Remove parent trigger from PlayerBoat.
Add parent triggers to hull_square and hull_corner.
Add missing vehicle world collidesr to hull_corner
Add support for actions in domain reload code generation, fix main menu fields not being reset:
- We can now get into the game and walk around.
- Some inputs are still kinda broken, some UI gets stuck.
Just a few more fixes and it should be functional.
Merge: from autoturret_optim
- Fix server NRE during turret initialization for ones without RCEyes bone set
Tests: spawned sentry.scientist.static(no RCEyes) and autoturret_deployed(with) - no NREs and still can control and shoot from autoturret_deployed
Bugfix: NRE during initialization of turrets without RCEyes set
Tests: spawned sentry.scientist.static(no RCEyes) and autoturret_deployed(with) - no NREs and still can control and shoot from autoturret_deployed
disabled read-write on seaweed meshes
Fixed featured skin cart button size
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Store optims, now opened with canvas groups
Add codegen handling for readonly and unity objects .
Compile everything only when CLIENT/SERVER/UNITY_EDITOR symbols are active to avoid having with build compile errors, this thing only needs to run in editor anyway.
merge from workshop_locker_mesh