128,957 Commits over 4,232 Days - 1.27cph!
    
    
    
        
        
            
            
            
                
                added meshes and materials for all new meat items, sss profiles
 
                
                
                
                
                
             
         
        
            
            
            
                
                Correct eye bone positions/skinning on all current player seeds
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from autoturret_servertick_optim
 
                
                
                
                
                
             
         
        
            
            
            
                
                Toggle the client warning zone trigger based on the peacekeeper flag
Set the exclude layers
 
                
                
                
                
                
             
         
        
            
            
            
                
                Strip the massive target detection trigger from the client
Set the exclude layers
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from building_privilege_cache
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▅▍▄▋ ▉▋▅▇▊▆▍▉ ▆▅▇▆▉ ▍▋ █▇▉▍▉▊ ▋▇▆▆▉ ▌▌▍█ ▊▍▇▉▋▌▇▌▆█▅▄ ▆▇▊ ▍▊▋▋▄█▊▄
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Ensure beehive lootpanel humidity correctly uses humididy token rather than inside token
 
                
                
                
                
                
             
         
        
            
            
            
                
                Longer clientside building priv cache when holding a wire tool + some optims
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed IsBuildingBlockedByVehicle cache return
Increased cache duration on flame turret and shotgun trap
 
                
                
                
                
                
             
         
        
            
            
            
                
                Custon cache duration for IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity
Comments
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from autoturret_servertick_optim
 
                
                
                
                
                
             
         
        
            
            
            
                
                Check if the autoturret has entities connected to its outputs before calling MarkDirtyForceUpdateOutputs
This will drastically reduce the time spent on AutoTurret::ServerTick on server with a large IO queue
Enqueuing turrets can be very slow because of the duplicate checks - temp solution until we back the IO queue with an hashset
 
                
                
                
                
                
             
         
        
            
            
            
                
                LifeStoryUpdate::UpdateTimeCategory now uses a 45s cached server building privilege
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added support for different cache duration in BaseEntity::GetBuildingPrivilege
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from profiling_improvements
- Fixes ProfilerBinViewer to display all available threads and fix invalid callstack depth calculation
- Fixes a bug that would prevent json from being generated on busy servers
- Fixes a bug with timelines being very-slightly out of sync
- Optim/Bugfix to filter out all constructors from being profiled
Tests: a lot of exports in the edittor and a bit of forced "bad" cases
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: ServerProfiler - properly filter out constructors
- Due to a typo (missing .) it would never match constructors and never filter them out
Using release libs built from ec8c5522
Tests: snapshot in editor on Craggy - confirmed no contructors were recorded.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: ServerProfiler - sync up non-main-thread timelines to main thread
Previously it was possible to have a small gap at the very start of the snapshot on non-main thread views.
Tests: exported a snapshot in the editor.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: ServerProfiler - properly handle sheared callstack at the start of worker threads during export
This revealed that I have a bug with non-main thread timing (things are slightly offset). Will fix next.
Tests: injected data that was tripping up the export originally. Validated that it does trip up before fix, and now exports correctly after fix. Exported 10 snapshots in the editor - no failures, and all look correct.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Flame turrets now cache the dominating building privilege they're linked to
If they don't have any linked TC, we use a server cached GetNearestBuildingPrivilege
Also adjusted the trigger exclude layers accordingly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added clothing to vertical slice loadout
 
                
                
                
                
                
             
         
        
            
            
            
                
                Shotgun trap now uses server cached GetNearestBuildingPrivledge when not attached to a building
Skip trigger check if we can't fire
Set trigger Exclude Layers
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Bugfix:  ProfileBinViewer - fix callstack depth calculation
- Also replace RadioBoxGroup for threads with a Dropdown - turns out 50 threads radio buttons don't vertically fit my monitor. Who knew.
Hoping it's the same issue in the json exporter.
Tests: Opened a debug snapshot from official server.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                slight shift in torch trans y entity position
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity cache time
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: none, no conflicts
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                IsBuildingBlockedByVehicle merge fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from app_skip_field
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix compile (some fields got stomped because these weren't in sync)
 
                
                
                
                
                
             
         
        
            
            
            
                
                - updated upperBodyAimMask (removed eyes/eyelids/jaw/eyetransform)
- updated mask meta on anims
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Updated Rust+ protos so they are compatible with other protobuf code generators
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Beehive texture size / mat setting optimization.
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Change distance fade to fade to black instead of transparent, which was the original DDraw behavior.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added missing changes to material variant that Unity didn't save for some damned reason.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from windmill_height_fix
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Adding details to zigg bamboo stair piece
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from windmill_height_fix