122,115 Commits over 4,048 Days - 1.26cph!
More granular locking
Added warning when main thread is stalling (waiting for write thread)
When kicking / disconnecting a connection, make sure the decrypt thread isn't currently using it
Fix compile after merge
Run codegen
Significantly reduce the movement leaning for deployed drone
custom map world stack exception, allow arid rock formation into lake topology
Added extra volcanic biome to a branch of the island to serve as pyroclastic flow/arid biome for arid monument to spawn elsewhere than the crater. Also prevented unwanted spawns inside crater by marking it as 'Lake'
lava lake model/material and flow map
adding diogo's standard flow shader <3
Some initial work re opening the skin viewer from the in-game crafting screen. This needs the planned change from second camera to rendertexture to start fully working.
Remove SkinViewer scene from build list (we'll just use the prefab)
Integrated every class that derives from LodComponent to use new FastLOD system
Increase inputs & outputs on breadboard from 5 -> 10
Initial work on an ECS based LOD system
Currently only supports RendererLOD components
Adds support for adjusting LOD bounds while aiming down a scope to ensure higher quality visuals when zoomed in
Partial fix for clothing loading issues
Get skinviewer skin loading working in listen server mode
Fix for LR300 workshop item name bug
Add support for skinviewer loading weapons and clothing
Gave splitter 4 outputs and made it same model as electric branch but colored white
Fixed saved sofas in unsaved tunnel dwellings (caused sofa leaks to world origin after server restart). Added a check to SetParent that can catch these, but too many false positives to have it enabled all the time.
Removed 1 consumption & power reduction from most electrical components
.entity positional updates
BaseVehicle now makes sure seats match the enableSaving setting that's used on the vehicle. Prevents orphaned seats when vehicle isn't saved.
Breadboards can be cloned & copy all the circuits on them
Breadboards can be connected together with a single wire to bridge 5 inputs & 5 outputs
reverted selected holdtype override controllers to current versions on main, re-added current player animator & renamed experimental controller
Quick and dirty RTAS instance management + scene update
Updated ClosestHit shader
Added shader support for raytracing alpha tested surfaces
Updated core/foliage materials with explicit renderQueue value
Adding several convars to configure and debug multithreaded networking
Caldera map solid baseline build
prefab'd the custom map world setup stack
Slingshot and rock, materials and textures!
empty backpack when storing it in another container
reduced island altitude by 10%, this might help with some monuments
flattenned the crater lava area, this will allow arid monuments to spawn in the crater
volcano hill is smoother
fix for client not refreshing bp inventory when moving bp in some situations
Resolving roads being too straight
Limiting previous workaround only to listen server (so running a dedicated server inside the editor is unaffected)
Skipping BaseMountable.FixedUpdateCycle and Buoyancy.Cycle on large maps inside editor since they make the game unplayable
Commenting out AIMovePoint.FixedUpdate and AICoverPoint.FixedUpdate (significant performance impact on large maps inside editor, even when DDrawAIDataPoints is false)
Conveyors will now turn back on after receiving power if they were on when they lost power