121,550 Commits over 4,048 Days - 1.25cph!
merge from vendingmachine_storage_monitor_fix
merge from jungle_update)
merge from computer_clipdoors_fix
merge from clientdemo_netwrite_read_fix
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Fixed broken terrain setup
Update: ContinuousProfiling will emergency stop if fails to export
Yet to pin down the worker thread telemetry stream seeing stale/garbage data.
Tests: soaked on Craggy in editor
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Added cow model, materials, textures.
More placeholder ceiling paper skins
1st pass view model camera animations for content in the tools list
Bugfix: fix main source of invalid profiling stream from ServerProfiler
- Drop dead threads on every succesful frame
- Reset all writing indices on new frame and on resuming continuous profiling post-export
- release binary built using 019295b4
There's still another issue hiding somewhere, but it's much more stable now.
Tests: on craggy exporting every 3rd frame for 5 minutes straight. Previously would trip after 20seconds.
Fixed wallpaper viewmodel material not updating when selecting skin 0
another pass on erosion spaltting
- depeer gouges from erosion
- less intense splatting of gravel generally
- slope threshold to stop splatting onto larger flat sections at the bottom of hills
- cliff avoidance to match previous behaviour
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CodeGen update to include spatiallyAwareEnvironmentVolumes default as false
Ensured boomerang return arc is more relative to throw direction rather than world direction.
Better boomerang behaviour when thrown straight upwards
Prevent dropped boomerang from slipping behind entities
Ensure boomerang impact effects are always played at the same place
Don't bother trying to handle bones on the server - it never matches
Updates to the home screen, adding new elements and styling
Fixed shader error in Amplify Rust/Standard template
Set spatiallyAwareEnvironmentVolumes convar default to false
Boat building station deployable/item basic setup
added lines back in to ground_guide and added corner triangle
fixed water culling happening outside the hatch of tunnel entrances
Update: prototype of continuous allocation tracking is working
- started with profile.watchallocs [Name, default="Allocs"]
- can be stopped with profile.stopwatchingallocs
Dumps [Name].json.gz with data about allocs and associated callstacks. Still hardcoded to trigger export every 3 frames. Exporter frequently gets lost in the bin stream, and needs to be optimized (craggy has noticeable stutter).
Tests: in CLIENT+SERVER editor on Craggy with allocation tracking.
added "up" triangle to floor guide
merge from vine_disable_convar
merge from vine_movement_nre
Fixed vinyl mat missing albedo
Skin fixes, changed flooring and ceiling paper default skin
Skinnable setup
Split the flooring, wall and ceiling wallpaper skin sets
Fixed colliding skin IDs
Also disable the tree shooting/throw back mechanic if allowVineSwinging is disabled
Added server.allowvineswinging convar, will prevent players from interacting with vines (interact prompts will still appear)
Possible NRE fixes for vine mountable (no known repro)
Fixed ModelVIewer being compiled out of builds incorrectly, causing missing component warnings in builds
Prefabs with the "Editor" tag will now be excluded from asset bundle builds, marked all model viewer prefabs with this tag to stop them being included in builds
Ensure child classes of SyncVar are picked up in SyncVar Codegen
Initial profiling pass. Virtually no memory overhead for send/receive, and very little for the queue (pooled)
Fix non packed syncvars attempting to use the cheap int ids used with regular packed sync vars (will try and incorporate this before release)
Locally cache a reference to queue sending action for each entity that needs it - use that for invoke repeating and cancel invoke