130,552 Commits over 4,140 Days - 1.31cph!
Fix not being able to stack C4s with different frequencies even after disabling RF
viewmodel chainsaw update anims and anim controller edits
Take into account decay.scale convar value when calculating upkeep time/cost in TC UI
Cleanup TriggerRadiation, box shaped trigger now act like boxes instead of spheres
Added falloff per axis for boxes
Added debug.drawradiationzones (editor only)
ItemModSwap respects max stack size (fixes getting overstacked fish meat when gutting with harvesting tea)
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adjusted spotlight tripod col shapes
set the animation speed of pedals on the chandelier to be 2x faster
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optimized shore vector generation - 1s without burst, 500ms with
- added indirect WorldPosition/Radii topology query and splt up slowest part of the shore vector generation to make use of it
merge hardcore_commands to main
Fixed not being able to place barricades on sand dunes in giant excavator
S2P excav, water well a, radtown
If premium is active dont show the default 5/15
Add pooling to ghost ships
removed lods from tripod guide mesh
spotlight tripod gibs and lods
Merge: from steamfriends_pooling_leak
- Bugfix for a pool leak of SteamFriends with open friend list or party management
Tests: observed steam friends list in game + created a party of me, SteamFriends pool stayed constant.
Bugfix: return SteamFriends to pool
- separate out party processing to partyChanged from friendChanged loop to prevent use-after-free bugs
Tests: observed steam friends list in game + created a party of me, SteamFriends pool stayed constant.
- Speed up nav gen by 30% by using rust baked terrain and NavMeshBuilder.CollectSources
- Fix navmesh not taking into account terrain alpha properly
- Add nav raycast
- Update tile extractor profile markers
- Fix memory leaks with pooled list not being disposed
Exposed chandelier pedal increments
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Fix collisions, loot spawning, doors and other entities on the ghost ship.
Ensure null disconnect reasons arent parsed
Interaction toast now has an extended area which displays the kick or error reason over multiple lines rather than just a single line
https://files.facepunch.com/ianhenderson/1b2111b1/Unity_TqrkJwDgsd.png
Merge: from texttable_allocs
- Update: TextTable now can be directly pooled and supports using-dispose pattern
- Bugfix: no more NRE on inspecting text table in debugger/evaluating twice
Tests: unit tests + executed a bunch of console commands multiple times
Clean: fix formatting of debug.cs again
Tests: none, trivial change
Merge: from main
Gotta fix debug.cs formatting again
Tests: compiles in editor
Update: converting the rest of TextTable uses to explicit pooling form
That's final ones
Tests: ran a bunch of commands couple times
Interaction modal buttons will scale to fill whatever room is left
Clean: fix borked formatting in debug.cs
Tests: none, trivial change
Update: convert to explicit pooling all of ConsoleCommands
Accounts for about 50% of text table usage
Tests: ran a bunch of commands a couple times
Update: modify one test to validate ShouldPadColumns resetting
Tests: ran the updated test
merge from missing_native_resetstaticfields_fix
added ResetStaticFields attribute to HitboxSystem and GameTrace, count any fieldtype with Native in the name as valid for field reset codegen
Update: rewrite TextTable to use pooling explicitly and support using pattern
- updated unit tests
I'll need to modify all 102 places we have in code to use pooling explicitly
Tests: ran unit tests