132,174 Commits over 4,262 Days - 1.29cph!
Display in/out simple bytes in MB
Reduce SailPositionInfluence
merge from naval_update/deep_sea
LOD0 of scrap component box
merge from naval_update/deep_sea/islandspawning_fixes
Enable Indirect Instancing by default
No longer restrict Indirect Instancing (`indirect_instancing.enabled`) to developer accounts. I'm looking at you, staging players. 👀
Parse the conveyor's filters into item/blueprint/category dictionaries for faster lookups
Takes 800 filter checks from 1.4ms to 0.12ms
Allow Indirect Instancing to be toggled in-game any time (Also correctly applies config value when in editor now)
Disable pipe shadows at 25% of the cull distance
Cuts out a lot of shadow casters on big industrial bases
Big scary industrial conveyor refactor
Main goal here is to try and reduce how many loops are inside loops, as this scales poorly with large item containers (every slot from every input container is iterating over every slot on every output container)
Do a single prepass over all of the input items and run them through the conveyor filters, resulting in a single list of items that we can process, then attempt to move them to the output containers
Improved GetTotalItemAmount as this was a major time sink when using filters with min/max amounts. Now iterates over the items directly rather than using GetSlots (which triggers another full loop over the container for every slot)
Added an IEqualityComparer to ItemDefinition that just compares itemid, should speed things up when comparing ItemDefinitions
network_profiler_improvements -> main
- Can merge entity packet types according to name (will show a compressed view of available tickets as a subset of entities)
- Added entity search bars
- Can filter via entity in detailed view
Fix world model outlines not displaying when using skip domain reload.
Still heavily wip, run the watermap jobs from burst.
Start tracking buoyancy components to track them, split batches into deepsea/mainland.
First Iteration of easel painting with passthrough camera.
- Added option for easels to toggle viewing scenery as the painting background
- Added option for easels to toggle scenery background AND hide paintable, to fully view scenery
Merge from space_station_weapon_skin
Update: hook up PersistentObjectQueue as well
- consolidate work scheduling to AddTo-/RemoveFromActiveTriggers
- fixed an exception when unity sends 2 OnTriggerEnter for 1 entity (not sure how, but TriggerBase handled it already)
Just the most complicated version left - custom queue with jobs
Tests: jumped on and off from moving boat
Merge from lr300_mag_drop
- Some dynamic sizing so the profiler plays better on smaller screen sizes
- Add large overall scroll view, so we can scroll around the main view if its too small
added new sounds for the salvaged axe
merge from cargo_ladder_fix
Fixed not being able to get onto the two shorter ladders on the left side of cargo from a boat.
Updating paintball gun qorld model rig with new mesh
merge from entity_label_fixes 🏷️
Updating paintball gin hierarchy
enabled R/W on LR300 mag model, and turned off GPU instancing on renderer on effect , it now displays when dropped
Run entity label clean tool
Run manifest
Commit 578 changed .meta files of prefabs that previously had incorrect entity labels, now fixed
Fix bug causing incorrect labels for some entities
Adding crude gesture v4 anim fbxs
setting up paintball gun 3p animations
Update: hooked up the crude queue, added server var
- partial codegen (Grid<T> borkage)
- Fixed a couple bugs with invalid tracking on TriggerParents in StableObjectCache
Can move on to other queue impls
Tests: craggy, toggled default and batched mode
Fixed spawn command not calling UpdateNetworkGroup after detaching its children
Disabled auto spawn on ghost ship spawngroups, now spawned by the deep sea itself
Fixes ghost ship loot respawning on server restarts
S2P all islands again, missed some spawn groups that were still disabling save
Paintball Gun - added more tape to hopper
merge from main to fix playmode
Fix playmode being broken due to outdated protobuf serializer or merge conflict.
Make grid constructor parameters optional to support static field codegen.
Reduce EnginePositionInfluences from 0.1 to 0.05, making engine position have less of an impact on boat handling
fixed isredirect of on rpg so it now skins back to rocket launcher
Rotate default placement of engines by 180 degrees so you can see the lights and fuel storage by default.