123,207 Commits over 4,171 Days - 1.23cph!
merge from bag_label_update_fix
merge from bag_label_offline_fix
cache transform, shader ids, reuse beamST. about 30% faster with 80 instances.
Fix update queue gc allocations
Cherry pick flashlight optimizations
Add ability to get the slots required for a vending transaction
More improvements to the ItemSafety class: More methods to test whole container to container fitting, more methods to estimate quickly if things will fit
main -> full_drone_marketplace_fix
Fix bag labels not recognising sleeping players
Disabled placeholder surface dirt in barges
Removed third blend layer from floating walkway materials
Ensure bag label updates if you quickly swap between different bags
Some additional unique walkway pieces to improve traversal
Casino progress
Ensure the whole final mesh's vertex's are included, this seems to be the right approach
Fix incorrect vertex sum calculation
Would cause StringLight batching to try and use short index space rather than standard int space.
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Fix Chandelier groundwatch not working when it moves away too far from its origin
- Rewrite path following logic to not rely on unity's navmesh agent
- Add convar to toggle between using unity navmesh, and recast navmesh to calculate paths (only wolf, tiger, croc for now)
Merge: from steamworks_posix_fix
- Bugfix for mods not beign able to work with Steamworks.Linux.dll - we go back to shipping Posix.dll
Tests: Built server standalone for Windows and Linux from Windows
Bugfix: don't ship Steamworks.Linux, go back to shipping Posix for both OSX and Linux - this unblocks modders.
- Linux got renamed to LinxuEditor and is only loaded for editor
This takes us back to only shipping Posix.dll for both platforms, while enabling to wwork with the project in Linux editor. In theory, builds Linux -> Linux and Linux -> OSX should work as well, but not tested.
Tests: Built Server Standalone for Windows and Linux from Windows. Confirmed in both cases LinuxEditor.dll doesn't get deployed, and in Linux case Posix.dll is.
New codelockedhackablecrate prefab variants for modded servers - server owner request for minigame servers.
1. codelockedhackablecrate_no_build_radius https://files.facepunch.com/jacob/1b0111b1/Unity_bJNCZmkNDK.png
2. codelockedhackablecrate_min_build_radius (no build radius of 3) https://files.facepunch.com/jacob/1b0111b1/Unity_7dnq9b0kFb.jpg
Merge: from baseplayer_serverupdateparallel
- Optim: reducing allocs for UsePlayerUpdateJobs 2 codepath as much as possible(I think)
Tests: a bunch of 2p session on Craggy with UsePlayerUpdateJobs 2 and various interactions(occlusion, shooting, connect-disconnect)
Optim: UsePlayerUpdateJobs 2 - BasePlayer.WaitForTasks no longer allocs
Could be slower to wait like this, but I doubtr we'll have more than 30 tasks at sync points even on high-pop servers, so it doesn't matter
Tests: 2p on Craggy with UsePlayerUpdateJobs 2
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security tower mesh split and volume fixes
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Fixes to get things working again
Added `graphics.vram_report` command so we can begin getting the VRAM situation under control.
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Optim: UsePlayerUpdateJobs 2 - reduce garbage generation of BasePlayer.ApplyChangesParallel
Can't eliminate it fully till we get UniTask, but this should make a dent
Tests: couldn't test thoroughly as missing credentials, but it runs(and doesn't send) under UsePlayerUpdateJobs 2. Profiler confirmed less allocs
updated exhibit decor pack steam icon
Optim: UsePlayerUpdateJobs 2 - stop constantly resizing array, only grow it if needed
Tests: 1p on Craggy with UsePlayerUpdateJobs 2
Optim: UsePlayerUpdateJobs 2 - cache continuation actions
Prevents allocs when no batches are sent, while also makes it cheaper to send when we do have batches.
Tests: craggy with UsePlayerUpdateJobs 2 in editor + checked IL
Updaing the ambient probe for the scene view and preview windows when the game view isn't present
Fix missing terrain on tutorial island by reverting the material to be non-instanced.
Replaced proxy dock street lighting with dock lights.
Can no longer loot the input side of dropboxes from the other side
relax wall cabinet placement, able to place 2 side by side with ease in a 1x1