136,304 Commits over 4,293 Days - 1.32cph!
Initial blockout of rentable shop kiosk, variant F (still very WIP)
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Clean: remove extra level of indentation
Tests: compiles
merge from artist_pack_dlc
removed stupid native -> managed -> native process that was happening, shore distance and vectors calculated as native and remain native
merge small cannon fixes to main
Fix ballista null error spam.
Fix cannon left ground check being assigned incorrectly in the prefab.
Fix cannon ground checks being affected by ground.
Update: InvokeProfiler now pushes executed_time and invokes_executed
Tests: compiles
added normalized heightmap vis to baked ShoreVectorData
halved min/max of topology query radius range, now [8,16] mapped from heightmap range of [4,0]
- significant reduction in topology query cost, will need to test some procgen maps that water isn't now invisibile in some niche case
further improvements
- reuse positions and heightmap data from previous query in topology query, we were doing both twice
- moved topology radii gen, reading of topology, and processing into water mask into a set of 3 jobs scheduled under one handle and completed
mortar bipod LODs & textures
- Treasure chest spawned in deep sea as part of mission no longer destroys loot as it now no longer has troll loot
- Update mission provider dialogue so it makes better sense now that you pick up something decent
- Make the treasure chest it's own prefab rather than a variant
playerboat_wheel_mount_optimization -> main
Enable mount parenting on boat building steeringwheel
Fix scientists not communicating with each other that target is lost, and some still rushing or grenading very stale location
fix easel not deployable on rocks, breaking on boats
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setup 3p shield anims and applied to player animation.controller
reactive target unstuck-ing force trigger collider
initial step towards making proper shore vector generation fast enough to avoid blitting data for the deep sea
- Native DistanceField methods using jobs and burst
- jobified various other parts of the shore vector generation
- fixed batched HeighMap position query not using the deepsea data
- about a third of the previous runtime currently but still too slow
- Prevent scientists from being overly agitated (going from hiding spot to hiding spot never pausing in between) when peeking and flanking both are not possible
- Prevent scientist on other floors or sniped from being too agitated (peeking and wobbling a lot) even though nothing is happening near them
- Fix scientists throwing grenades while searching or while being surprised
Update(breaking-change): WorkQueueProfiler now also reports BudgetTime
- breaking as this doesn't match CSV template
Tests: none, compiles
Update: WorkQueueProfiler now sends an extra aggregate record for queues
We could aggregate it on the backend, but that would mean sending through potentially a hefty amount of empty records
Tests: compiles
Paintball projectile is its own thing instead of a glowing tracer. (Needs tinting in code)
Charcoal Comp Box - blockout prefab configuration
Folder structure for rentable shop kiosks + temporary trim planning textures
Clean: add a couple TODOs for when I'll be going through old analytics code cleanup
Tests: none, trivial changes
Update: extracted PersistentObjectWorkQueue.TelemStats into WorkQueueTelemStats
- made ObjectWorkQueue populate it
- every queue now always logs it's budget time, even if it has no work to run (so that we can estimate budgetted/total time %)
Opens it up for use in custom queues as well, but I'll cross that bridge later
Tests: compiles
updated skins list - silly horse mask was set to wrong steam id
some vertex normal weights polish on doorway and window blocks
added doorway and window blocks projected decal for the bone ornaments
crypt bones decal projector files/textures
Bugfix: ensure Runtime profiler reports WorkQueue and Invokes from the same frame
- moved it's logic to be invoked via PostUpdateHook.OnLateUpdate, rather than slamming it directly into PostUpdatehook internals
Previously invokes would be from last frame, while work queues would be from current. It's still a little wrong, as we're reporting it as data from last frame - but at least it's consistently wrong
Tests: none, will deal with any fallout later
Merge from artist_pack_dlc
Update: rejig a couple parts of TelemStats to simplify code
Tests: compiles
- Paintball gun no longer applies paintball colours to the particle effects of entities which have custom impact effects setup
- Fixed train bell dinging every time we just wanted to know what its impact effect is. Bell now dings when it's attacked