111,384 Commits over 3,928 Days - 1.18cph!
More checks to small rock formations
Increased radiuses on all small rock formation checks
Fix wolves dying when stranded in an environment they don't like (eg seaside)
Fix wolves roaming too far from their territory, potentially straying from their pack
Halve wolf territory size
- Fixed weird starting health of doors
- Healing any door heals them all
Update: minor improvements to ServerProfiler
- Added a smidge more debug to track the growth of per-frame lazy storage
- Added output of how long each frame took
Tests: ran the perfsnapshot command
Ensured main door isnt able to be picked up
Update: add profile.perfsnapshot command
Currently just outputs gathered marks telemetry for sanity checking - will expand more once happy with results.
Tests: ran the command and confirmed output
Update: more improvements and debug to ServerProfiler
- Added tracking of thread IDs
- Only gather main thread marks (have thread races in my lock-free approach, so delaying this till later)
- Add tracking of assemblies to which the method belongs
- Filter our mscorlib assembly from instrumenting
- rewrote code to use ref semantics
Still chasing why consecurtive snapshots seem to double-up in size on frames 2-10.
Tests: ran a bunch of profile snapshots (next frame) and looked at the output. It works but has above weird behavior.
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Battering ram back door wheels logic
Convert timestamps to double to prevent precision loss if the server runs for a long time
Fix wolf being unable to switch target
sculpture changes and cleanup
- controls for scaling and offset
- mesh collider has correct mesh assigned
- removed rpc for switching between native/managed (only native now)
Fix wolves not fleeing when hit from far away with molotov or fire arrows
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fixed cctv gibs not receiving proper materials
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added missing textures/material for t1smg for paddy
Separated digger arm scoop to submesh
assigned wooden shield viewmodel animator to improvised shield
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S2P cave_small_hard & cave_medium_hard - resolves oversized rock
Icon quality improvements
Target normal orientation implemented.
merge from qol_io_arrows -> main
Fix IO arrows casting shadows
Fix the sound DLC "sound light entity" IO arrows appearing in the wrong place because the renderering component was attached to the MeshRenderer child Transform instead of the DeployableGuide parent Transform
Merge from main (for target normal align)
Merge from qol_io_arrows -> main
Merge from main (discard GameUI.HUD changes, will need to rebuild)
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Fixed new rocks not being included in the water treatment plant and sewer branch HLOD meshes
S2P both
Added a token to the rps gesture description
Disable hand IK while gesturing, fixes broken gestures when in passenger seat of vehicles with IK (pedal trike)
Fixed being able to join a game of RPS when you would otherwise not be able to do a gesture (in another gesture, mounted to something that doesn't allow gestures, etc)
Updated item store previews - better RPS display