121,929 Commits over 4,048 Days - 1.26cph!
Debug: add logging of prefab path to track down server bundle NRE
Tests: update game manifest (optimized)
merge from inputfield_rtl_fix
Restored F1 item menu inputfield text alignment
Backout of CL
121065 - should reintroduce merge from prefab_process_optim
Tests: update game manifest (optimized)
Fixed digital clock inputfield content type
Merge: from main
Catching up assets to the point of failure (I hope?) - still trying to reproduce NRE during server bundle generation
merge from inputfield_rtl_fix
Fixed report player UI input fields
Fixed phone name input field
Fixed ChickenCoopStatusWidget.OnClickedEditName NRE (rtl inputfields regression)
merge from puzzlereset_door_fix
Fixed oil rig puzzle door never closing if the server restarted while the door was already open
Backout CL
121063 due to failing server bundle generation
Merge: from prefab_process_optim
- Optimizes component checks during Prefab Processing (speeds up Asset Warmup and monument spawning)
Tests: with temp old code that throws exceptions on result missmatch, ran Asset Warmup and ran Scene2Prefab on all large and xlarge monuments
First complete (but mostly broken) implementation of indirect instancing.
Split most classes into separate files for easier handling and less conflicts.
Regenerate console system
New token for pure health and ore teas
Merge from softcore_modifiers_fix
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also updated croc pie, will adjust its effect if/when it changes assuming it isnt canned
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Ensuring that the environment volume compute buffer exists before rendering to prevent transparent draw calls being ignored on macOS
Tests: perf test for FileSystem Warmup
Recent optims show prefab processing cost for entire server-warmup goes from 39s down to 4.5s (averages across 5 runs)
Tests: ran the perf test
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small sails deployable blockout and preliminary blendshape work for testing
Moved to new project -> Rust.SourceGenerators.SyncVar
Fix legacy shelter mini example
performance tweaks, block sun by clouds in reflection probe
Reduced speed of fade to black(ish)
Initial test changes:
Reduce movement speed duration from 6->4 seconds (vision is already at 4 seconds)
Reduce vision blackout from 1 to 0.997
Merge from junkpile_bush_los
Updated AI LOS blockers for Junkpiles a, g, h and i
Update to third person boomerang animations so that the empty hand isnt so straight down
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Fixed F7 report UI again, restored input field settings
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