193,665 Commits over 4,079 Days - 1.98cph!
Update: implement missing logic for both GatherAssets and Process
- GatherAssets now respects all relevant settings and sorts paths
- implemented Process that works on a batch of objects
Tests: only GatherAssets has been checked (confirmed reduction of assets due to config use)
Update: exposing prefab preprocesing from GameManager
Tests: none, simple change
Update: List and Array Shuffle range overloads
Tests: none, trivial code
Weekly skins tab new design
Added better light scattering for the volumetric god rays
Boleadoras - Initial engine setup as a modified combat knife, with working ragdoll hit effect on players and placeholder models for viewmodel, worldmodel, entity and projectile (and it spins properly!). Updated manifest
material changes to dog kennel
Optim: replace prefab search logic with editor manifest lookups
- commented out a bunch of code for quicker iteration, wil lrevert later
- doesn't account for monument duplication/probability
Significantly faster because we don't load any assets in the process - goes from 30s+ down to 15ms
Test: tried to procgen default editor map
Update: Sort editor manifest by path
Allows to do faster lookups
Tests: ran in the editor
turned emissive off on miner hat material so its not always on on world model
Re-applied Planner.Server changes
merge from debug_draw_fixes
merge from miner_hat_metal_to_specular
merge from /f1grenade_standard_to_specular_fix
merge from large_wood_box_floor/large_wood_box_floor
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merge from crossbow_workshop_duplicate
merge from computer_station_chat
merge from rock_formation_fix
merge from building_los_fix
alternativeLOSChecks_enabled true by default
test commit, who dis? - it's pedro. and this is a dog kennel. oof oof
merge from building_los_fix
Added a new setting in Construction to disable the use of the last valid placement
Enabled for walls, floors and foundations
sub navigation, more featured content styling
Added initial volumetric god rays implementation
merge from ballista_climb_fix
Moved mount chaining up from BaseVehicle to BaseMountable + some cleanup in Climb_ShowIf
Disabled mount chaining on static ballista, fixes "Climb" interaction showing up when mounted near a ladder
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merge from oldhorse_purge
Removed old horse protobuf
Revert changes to terrain maps, fix inaccurate heights by setting ignoreMipmapLimit on heightmap
Merge from industrial_perf_improvements
Some server industrial conveyor performance improvements
-Cache at the start of a run if an output has empty slots, that way if an item isn't stackable we can immediately rule out the entire container instead of iterating over the whole thing
-Compare slots by item id rather than object comparer
-maxItemStacksMovedPerTickIndustrial convar is now enforced across an entire conveyor move operation rather than per input (this will slow industrial systems down, we may want to evaluate raising the default convar from 12)
These changes take a problematic conveyor configuration from 670ms to 12ms processing time
Track total possible instance count and recreate buffer if required
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Fixed floating rock_formation_g on some seeds
Update: initial work on parallelizing prefab loading during editor procgen
Loads too quickly(0.2s instead of 90) - I feel like it only loads the root-level gameobject, instead of the entire hierarchy. Will continue later.
Tests: ran it once, got some telemetry, but already certain it's wrong.
Hura crepitans saplings / meshes, prefabs and spawn setup
Minor cleanups
Disable setting cl_timeout to 45 on load that never worked before
Add one more Lua backdoor URL
Fix double clicks not invoking VGUIMousePressAllowed
Minor whitespace cleanup
Fix protobuf field ID 0 being used in RidableAnimal.equipmentContainer and ItemOwnershipAmount.username (field 0 is invalid according to protobuf specs)