136,916 Commits over 4,474 Days - 1.28cph!
assign new pedestal for gui
Added PrefabInformation to Satellite.entity for death screen. Setup name, no icon to use yet.
Merge from satellite_crash
Fixed home's hero video init issue when using no menu warmup mode
Added Disable Game UI editor pref, disables the game ui (don't need it sometimes when working on main menu stuff)
Saves around a sec
reduced block size to fit pedestal better
Merge from playermaintainedmonuments
Added Disable Dev Tools Warmup editor pref, skips the dev tools tabs warmup until first opened
Saves ~0.3s when entering playmode
Disable menu ui warmup editor pref now skips instantiation of the menu pages completely, they get created on first navigation instead
Saves ~2.5 seconds when entering playmode, without disabling the menu ui completely (at the expense of stalls when opening the menu tabs for the first time)
world model for masterkey, LODs and collision
Adding master key viewmodel rig
Merge from reyclebin_storage
Pool table view model turn animation updates + adding extra idle poses and stepping anims
Removed the shader level setting under the graphics settings as it is no longer in use
Fix server compile issues and bad shader merge
Fix TerrainAlphaScanner compile error
Remove shader debug pragma
Fix holes rendering an extra instance
Merge from vm_attachment_swap_fix
Fixed viewmodel attachments sometimes not appearing if rapidly switching between weapons
Setup holes on foundations just for testing
Update SoftMask static constructor to use unity's TypeCache lookup structure instead of iterating over every type in every assembly
Was taking 3.5s every domain reload, now takes 4ms
Editor only, still iterates over every assembly in a build (but only on boot)
Terrain sample optimisations and toggles for testing, use vertex sampling for biome and normals, cull layer samples more aggresively, and use max layer only for parallax
Add compatibility with old Terrain_AlphaMap, switch back to old alpha map for now
Pool:
- Add test sounds when hitting cue
- Add test sounds when pool balls hit each other
Fix oil rig switch turning off when server restarts
S2P oil rig
Will require fresh server wipe
pool:
- sound effect on mounting
New pool controls that more closesly resemble real pool
- Hold Left Click to be able to adjust power
- Pull Back / Push Forward will adjust power
- Quickly pushing forward will actually hit the ball
Merge from attachment_fx_fix_2
Changed mod_attach and silencer_attach sound defs to use the tiny sound, reduces it's max audible distance from 60 -> 20 (although due to the falloff it's more like 10m)
merge from server_inventorydeserializing_optims
Server skips fetching all the properties of players steam items when deserializing their inventory
Speeds up entering playmode (and runtime server inventory deserializing), can be slow depending on your inv size
Subtract
157916 (we do want these sfx to be audible to other players, just with a smaller distance)
merge from fix_editor_disable_deepsea -> main
Don't spawn in the deep sea manager at all when it's disabled in editor preferences
merge from copy_paste_load_threaded -> main
merge from bootstrap_optims
Load the copy paste files on startup on a background thread
- still loads textures and adds to the list of files on the main thread
- saves 600ms for my 36 copy pastes
- more important for editor iteration speed than standalone clients (as most players aren't admins and don't have copy pastes on their client)
Removed the forced world and prefabs asset scenes activation from bootstrap (they still stream in the background, bootstrap no longer waits on them)
Skin viewer activates the prefabs scene when opened for the first time, it keeps waiting for it to be loaded if its not ready to be activated
Skin viewer loads bundled workshop skins through a sync path when the async bundle queue is blocked (the world scene holds the queue until its activated it when connecting to a server)