193,466 Commits over 4,079 Days - 1.98cph!
Fixed Hammer crash when browsing models
Fixed Hammer crash when browsing models
Fix Hammer crash when trying to browse models
Minor cleanups
added lines back in to ground_guide and added corner triangle
fixed water culling happening outside the hatch of tunnel entrances
Update: prototype of continuous allocation tracking is working
- started with profile.watchallocs [Name, default="Allocs"]
- can be stopped with profile.stopwatchingallocs
Dumps [Name].json.gz with data about allocs and associated callstacks. Still hardcoded to trigger export every 3 frames. Exporter frequently gets lost in the bin stream, and needs to be optimized (craggy has noticeable stutter).
Tests: in CLIENT+SERVER editor on Craggy with allocation tracking.
added "up" triangle to floor guide
merge from vine_disable_convar
merge from vine_movement_nre
Fixed vinyl mat missing albedo
Skin fixes, changed flooring and ceiling paper default skin
Skinnable setup
Split the flooring, wall and ceiling wallpaper skin sets
Fixed colliding skin IDs
Also disable the tree shooting/throw back mechanic if allowVineSwinging is disabled
Added server.allowvineswinging convar, will prevent players from interacting with vines (interact prompts will still appear)
Possible NRE fixes for vine mountable (no known repro)
Fixed ModelVIewer being compiled out of builds incorrectly, causing missing component warnings in builds
Prefabs with the "Editor" tag will now be excluded from asset bundle builds, marked all model viewer prefabs with this tag to stop them being included in builds
Ensure child classes of SyncVar are picked up in SyncVar Codegen
Initial profiling pass. Virtually no memory overhead for send/receive, and very little for the queue (pooled)
Fix non packed syncvars attempting to use the cheap int ids used with regular packed sync vars (will try and incorporate this before release)
Locally cache a reference to queue sending action for each entity that needs it - use that for invoke repeating and cancel invoke
Cleanup start/stop queue methods
Return hashset to the pool on stop
Vehicle fuel systems now trigger an immediate fuel check when fuel is added or removed
Fixes 1-2s delay on vehicles becoming usable after inserting fuel, should now be processed immediately
Conditional sync vars now force sending.
We use force here due to memory. onditionals could be added to the queue for specific values, and then by the time the queue processes it the value may have changed.
Invoking force prevents us from having to maintain a dictionary of values for every entity
Server -> Client Syncvars properly syncing up via a fixed repeating queue
Cancel repeating invoke on entity destroy
Bitmask setup as a uint - 32 sync vars max per class
Remove graphics.viewModelCamera convar, will be forced to true
Left all code in place in case we need to roll it back
Progress on weather fog levels.
add way to override weather profile with live editing support
Move FogMultiplier to WeatherPreset
Can press R to rotate floor and ceiling paper before placement
New deploy guide mesh
Disable OOB checks for Vectors/Angles
they use more complex networking, not flat floats
Throw a non halting Lua error when giving invalid types to SetNWVar
Throw a non halting Lua error when trying to read net msg past the end
Throw a non halting Lua error when hitting Lua file limit
So it appears in the problems menu, so the player can know that there is a problem and what it is.
Fixed leading spaces in console command not adding to the history
merge from coco_protection
Fix croc not being able to attack dpv, boogie board, kayak and rowboats
Fix croc trying to attack cars and shelters with no success
Floor. Additional placeholder building station prefab.
Fixed stray coco knight head and glove protections
fix for camera offset when deploying jungle ak viewmodel
Fixed train tunnel above ground / below ground rail connections not spawning due to the recent environment volume tweaks
Bugfix: fix missing callstacks
- Updated binary that contains the fix internally to 6440ec7 (still hardcoded to always capture callstacks) - was due to ABI missmatch
- Updated continuous profiler unit test to check for AllocsWithStack and a bit of the data set
- Partially updated ProfileExporter, and definitelly borked ProfilerBinViewer
Got updated overhead numbers - always capturing a callstack leads to 9micros per allocation cost(even though inflated due to tests adding 38 calls per alloc).
Tests: unit tests + perf test