128,952 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                LoadingScreen toggles its soft mask
 
                
                
                
                
                
             
         
        
            
            
            
                
                DeathScreen toggles its canvas too
 
                
                
                
                
                
             
         
        
            
            
            
                
                exported latest rpg skin anims and rig
 
                
                
                
                
                
             
         
        
            
            
            
                
                Crafting, inventory, contacts, conversation and clan screens toggle their canvas when hidden
Saves an extra ~0.05ms per frame
 
                
                
                
                
                
             
         
        
            
            
            
                
                Buildfix: add missing namespace using
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from analytics_track_menu_times
- Client analytics now aggregates frametimes, lag spikes and gc events into InGame, MainMenu, Inventory, Crafting, Contacts and Map groups
- Skip sending lag spikes and gc counts if there were none during performance logging tick
Tests: observerd client_perf analytics ticks in editor with debug code
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clean: remove unused namespace using
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add bulk texture importing, to quickly load a skin within the workshop scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clean: remove debug logging
Tests: compiles in editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: don't emmit lag spikes and gc counts if there weren't any during analytics ticks
Tests: observed couple client_perf ticks in editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set some texts as non static in the server browser
Restore the text caching in UI_Page, but only for non static texts
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed soft masks still wasting time masking when their root canvas is toggled
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from anchor_sockets
 
                
                
                
                
                
             
         
        
            
            
            
                
                Using sight and flip pitch support for the rear turret
Lets the rear sight skip by the ballistics check
 
                
                
                
                
                
             
         
        
            
            
            
                
                Final tweaks and usability
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: no more use-after-free for Frametimes
- also reimplemented the fix from previous CL, as it was part of the problem
Tests: in editor spawned on craggy and opened main menu for multiple client analytics ticks - no more exceptions
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disable overlay canvas when the menu is not visible
 
                
                
                
                
                
             
         
        
            
            
            
                
                Commented UIExtraCallbacks, not used as UI particles aren't working in builds
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disable the loading spinner gameobject in the home hero modal when its hidden, was causing canvas rebuilds
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Client Analytics - categorize client frametimes, gc_count and lagspikes
- Bugfixing leaking a couple List<TimeSpan> containers
We now filter those out to InGame, MainMenu, Inventory, Crafting, Contacts and Map frame types and aggregate per type. Everything apart from InGame aggregates slightly reduced info set. New analytics is backwards compatible.
Tests: left it running with debug logging. relevant info seems to come through. There's a bug with use-after-free of List<TimeSpan> - will fix next
 
                
                
                
                
                
             
         
        
            
            
            
                
                First implementation of hybrid monster meshes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ballistics::GetBulletHitPoint now supports an ignore entity, so that I dont need to make sure it has a clear LOS
Minor rear PT Boat turret changes
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                baked tropical2 shorevectors
 
                
                
                
                
                
             
         
        
            
            
            
                
                handle inactive terrain in bakes
 
                
                
                
                
                
             
         
        
            
            
            
                
                deep sea shorevector map initializes as ocean
 
                
                
                
                
                
             
         
        
            
            
            
                
                Prevent fire extinguisher from dismounting the current player on the pt boat
 
                
                
                
                
                
             
         
        
            
            
            
                
                hull.triangle sockets setup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Initial setup to fix scientists trying to shoot through glass
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for (previous commit didn't go through)
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Add debug.debugclippingchecks:
- Prints out what colliders are causing cllipping to fail
- Still keep the performant route for regular gameplay
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for scientists
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixes, improvements, socket tweaks.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Rejigged LODs in mannequin variants
 
                
                
                
                
                
             
         
        
            
            
            
                
                re-attached baked shore vectors after accepting source from last merge, reran s2p
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix player model playable graph NRE on other players.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Removed the menu code caching and unregistering texts from TMP DoRebuild, not needed anymore
 
                
                
                
                
                
             
         
        
            
            
            
                
                Backported m_IsTextObjectScaleStatic field from newer TMP versions, that let us avoid the slow and useless (99% of the time) TMP_DoRebuild checking the scale of every registered texts every frame. Saves ~0.3ms every frame
Default to true, we'll have to manually update all the texts getting their scale updated at runtime, don't think we have a lot of them
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add more descriptive error logs to help find cause of NRE NpcBarkComponent.PlayConversation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix Cannon.adminfire dict same key add error, ai noises now have a unique id for comparison purposes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set-up some prefab variants of mannequin for set dressing, replaced placeholder in supplies barge.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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