132,092 Commits over 4,262 Days - 1.29cph!
Updating paintball gin hierarchy
enabled R/W on LR300 mag model, and turned off GPU instancing on renderer on effect , it now displays when dropped
Run entity label clean tool
Run manifest
Commit 578 changed .meta files of prefabs that previously had incorrect entity labels, now fixed
Fix bug causing incorrect labels for some entities
Adding crude gesture v4 anim fbxs
setting up paintball gun 3p animations
Update: hooked up the crude queue, added server var
- partial codegen (Grid<T> borkage)
- Fixed a couple bugs with invalid tracking on TriggerParents in StableObjectCache
Can move on to other queue impls
Tests: craggy, toggled default and batched mode
Fixed spawn command not calling UpdateNetworkGroup after detaching its children
Disabled auto spawn on ghost ship spawngroups, now spawned by the deep sea itself
Fixes ghost ship loot respawning on server restarts
S2P all islands again, missed some spawn groups that were still disabling save
Paintball Gun - added more tape to hopper
merge from main to fix playmode
Fix playmode being broken due to outdated protobuf serializer or merge conflict.
Make grid constructor parameters optional to support static field codegen.
Reduce EnginePositionInfluences from 0.1 to 0.05, making engine position have less of an impact on boat handling
fixed isredirect of on rpg so it now skins back to rocket launcher
Rotate default placement of engines by 180 degrees so you can see the lights and fuel storage by default.
- Remove logs
- Codegen
- Cleanup
Fixed deep sea manager not generating the island navmeshs after loading a save, causing the island scientist to never spawn
Fixed ores respawning
Added deepsea.printloot command
notifications_indicator_fix_2 -> main
Dont read all noticies on init
Merge from space_station_weapon_skin
main -> notifications_indicator_fix_2
main -> mountplayersync_ai_bypass
- Added CLIENT/SERVER seperate profiling versions
- Cleanup
- Codegen
network_profiler_accumulate_packets -> main
- Swapped detailed packet profiler from an array over to a concurrent collection
- Append new packets to a prexisting list rather than worrying about indicies and a fixed array size
- Snapshot size finally reflects packets captured
merge boat perf optimizations to main
Merge from boat_costs (hull pieces can now be pricely separately to the rest of boat pieces - repair cost accounts for this too)
Mummywraps female top and bottom reposed
Use child entity count for MotionToggle cache invalidation.
* Remove the need for HasValidMesh() on LOD components
* Renamed a bunch of things for clarity
Wrapped the new time tracking in editor defines
TC's now cache their allowed construction items in a ListHashSet for faster checks
Not really worth doing in normal circumstances but it seems common to have junk items attempting to transfer into a TC constantly, this saves about 0.01ms on each attempt
Added an Input and Output item list that is populated during a conveyor move, allowing us to read and write items faster without having to use GetSlot (which could potentially iterate over the whole container each call)
Restructure some of the iterators in IndustrialConveyor.Move to iterate over the item list directly instead of using GetSlot
This removes all usages of GetSlot in the conveyor move system which can be called over 3k times in a bad conveyor move
Added a shortcut for LookAtIOEnt to resolve what item a storge cotnainer is attached to when holding the wire tool, resolves the multi second freeze in the editor (was faster in builds, but this should still be faster)
Fixed deep sea dwelling spawning their NPC and crates again after a server restart
They now spawn once when the deep sea opens
Also load balanced the whole thing so we don't spawn too much stuff at the same time
WIP: TriggerParent managed queue, no batching, no burst
Still need to implement using PersistentObjectWorkQueue and experiment with batched-burst queries and compare all, as this version should have a bit more overhead due to bookkeeping.
Tests: none, not plugged in
scientist_boat_work_queue -> main
Hack to get around boat steering and gas pedal ref values in a work queue
Swap boat ai to run on instructions handled by a work queue rather than letting each boat handle itself
Fixed deep sea dwellings changing position after a server restart
- Disabled auto spawn and enabled saving on all islands SpawnGroups
- We now trigger the SpawnGroup initial spawn when the deep sea is opening
Also fixes ores and collectables respawning after a server restart
S2P all islands
merge from better_smoothing