248,566 Commits over 3,928 Days - 2.64cph!
Fixed weirdness when applying a door to the Siegetower
merge from clientserver_entityfinder_tool
Minor emission consistency tweak between the two variants.
Brightness scaling material fix.
Naming cleanup.
Finalized update.
Texture optimization.
Re-implement GraphNodeDefinition
FakePhysicsRope no longer depends on line renderer. Also setup as a ClientComponent
Fix all / any nodes involving tasks
Add Friend.Nickname to get Steam nicknames for players
Expose FriendGameInfo.GameID so you can see what appID friends are playing
Simplify async validation
- Integrate clouds with WeatherPreset/Climate. Cloud configs transition with weather. Randomly chosen from list of configs on WeatherPreset or default list in Climate. Presets can also include a storm/overcast region.
- Weather map scrolling uses EnvSync time
- Some other adjustments
Fixed a crash with ConVarExists
Some cleanup
Some work on any / all nodes
Simpler variable assignment validation
▍▌▍▇▄ ▊▍▄▅▄▄▋█▉▋▌█▅▍▍ ▋▆ ▇▋▆▆▋▊ ▌▊▄▉▆▋▆▉ ██▍▍▉▊▆ ▌▍█▅▋▍
▇▇▍▌█▊▋▉ ▅▅▋▌▆▅█▍▉█ ▊▆▅▇▍▅ ▄█▄▄█▋▋ ▄▍▋█
Parameter flags rework, fix sorting nodes
Converted Screen sub options UI to a prefab.
More UI setup.
Standardised caps and formating across all graphics options.
Clean: remove unused "Profile.cs" script
Tests: made sure ditor compiles
▇██▆▋ ▆▊▉█▅█▌▍▍▆▋▇▄ ▌▄▄ ▄█▍▋▄█▉█▉▅▆▆▊▉▇ ▇▄ ▅▄▊ ▆▇▆▇▄█ ▋█▊▋▋▅█▊ ▇▍█▉▋▌▅▄▍▍ ▅▊▇█▍▇
Update: don't annotate UnityEngine.CoreModule funcs
It has a lot of small functions, so it inflates the profile by quite a bit as well as adds overhead to small loops.
Tests: tested in editor on Craggy
Cant push the siegetower if you are on a drawbridge
Update: don't annotate UnityEngine.CoreModule
It has a lot of small functions, so it inflates the profile by quite a bit as well as adds overhead to tight loops.
Tests: tested in editor on Craggy
Fix undo when dropping a Material on to an object
Explicitly set fields/props to null when deserializing
Update: Reduce default frame count for perf snapshot to 4
Going to max(10) by default is too much - on a 150 pop release server that tried to produce 3.5GB json snapshot. I'm expecting 4 to give us a 1 GB profile
Tests: took a snapshot on Craggy in editor - it took 4 frames
Update: Reduce main buffer relocations when processing generating json snapshot
- Also report total marks instead of max to allow predicting how big the snapshot is in case of failure
Will help with reducing GC activity on the server, hopefully also reducing the generation time.
Tests: locally on Craggy in editor took a couple snapshots - no issues
Siegetower drawbridges parent and unparent parents if they are on the drawbridges when opened/closed
Reject occluded objects, tweak gather & shader
Quite conservative right now and not perfect
Add ModalToggle
PageLayout can have a header
Add ContestCategory
New contest layout
Add Hide Until Updated to package admin
Documentation service clears its cache every 5 mins
Move document sync button to AdminSection
Simple filtering on documentation page
Merge from indirect instancing
Indirect instancing fixes:
- Fixed shader compilation error (again)
- Fixed infinite loop condition causing application freeze
- Fixed colour buffer not being applied due to wrong type causing black building parts
- Fixed non-optimized instance buffer updates
- Fixed off-by-one bug preventing the very first building part from being rendered
- Fixed NullReferenceException when attempting to remove a renderer without a material
Round UI adjustments, remove "Waiting for players" text
demo implementation of sculpting in painting dialogue
- hacky and dirty as hell right now, but enough to try it
Added music toggle button to the main menu
Fixed A Bug With The Medieval Metal Double Door Frame Allowing Players To Look Through The Sides
Game Manifest Build and Update For Medieval Metal Door Frame
Add disconnect button to waiting ui
Various horse client/server optims
Should resolve not capturing wins for non-host
Override camera FX when spectating
Adjust camera DoF to be dynamic
Show country code, add text overflow for names
StatBoard can target a specific SteamId, really useful for testing
mini crossbow viewmodel animations updated
Remove last 3 parameters of engine.WriteSave
Hide mat_surfaceid and vgui_drawtree_panelptr
Fixed player ragdoll forces always being applied to center
Now applies forces to the physics object that was shot.
Added timedemo and related convars/concmds to blocked list
Add a hack to ensure engine.CloseServer works from start up
Don't subscribe to match win/loss stats if you're not part of the game