111,518 Commits over 3,928 Days - 1.18cph!
Client trigger, art root setup.
Initial basic facing nearest player logic.
setup admire anim for metal shield
Snakes can now reposition after striking.
Added variables and convars for reposition chance, min/max radius and multipliers.
Merge: from main
Tests: none
Some general cleanup, moved tool to Tools/Cinematic/Pose Tools
Added Undo support to Pose selected, pose random and paste pose options
Merge: from requesttrees_spike
This reduces overhead of streaming grid cells of tree impostors from 3.5m to 1m on a 4.5k server.
Tests: 2 editors(1 server, 1 client) in same session - streamed no changes, removed 1 tree then re-streamed, and streamed with disabled lazy serialization
Avatar field in PoseTools will now persist between editor restarts (saved in EditorPrefs)
Fixed copy/paste buttons not working in PoseTools
merge from kayak_perf_fix
Merge: from main
Tests: none
merge from oases_topology_fixes
merge from voice_chat_cctv
merge from world_update_2
merge from nuking_old_cliffs_in monuments
Iterating.
Large wall variant.
Add refresh button to the top of the era editor to refresh all items
- used if you change prefabs without using GUI
Don't show redirect items in era editor window
When checking if a redirect's era, use the redirects era
Set 600/1000 items to a sensible default era
Fix assets not being marked as dirty and not saving after being assigned an era (ask me how I know)
Finished era editor window
- tons of fixes to make it actually work
- show orange as background when item is unassigned to an era
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radioactive_changed_removal -> main
Remove 'radioactivity changed' editor log
Ensured correct connection is put in sphere should the secondary connections be close enough to other players
Mods for surface mounted explosions.
Adding new v3 anim folder to playerUpdate branch
Merge from analytics_add_persistent_work_queue
Add persistent object work queue to analytics in the same way as object work queue
Also makes persistent object work queue more consistent with object work queue (TimeSpan instead of double, same member names, non generic parent)
Cache and pass the Remote Control Entity position into GetSecondaryConnectionsWithin
report_copy_steamid -> main
Added copy button to F7 report menu. Allows you to copy SteamID of player you are going to report
The wolf can now lie down or scratch its ears instead of just standing still
Optim: Avoid expensive reserializations when trees de-/spawn
- Controlled by TreeManager.UseLazySerialization, enabled by default
- Tracked by LazyUpdate scopes
- Simplifies some profiling scope names
- Added OnTreeDestroyed profiling scope
This should save us 0.25ms per cell reserialization on larger worlds.
Tests: local multiplayer session, connected, destroyed a tree, reconnected. Confirmed tree impostor wasn't there and profiling scopes showed lazy serialization. Disabled lazy serialization and reconnected - still good and no spikes in profiler on chopping down trees.
Battering ram constructable prefab and item setup
Fixed missing animator