130,636 Commits over 4,171 Days - 1.31cph!
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merge from decor_lighting_dlc
Clean: extra "can kick" annotation
Tests: none, trivial change
Clean: fix formatting in BasePlayerr-Server.cs after merges
Tests: none, trivial change
Cleaned up floating cities scene. Fixed some out of place assets in hierarchy. Deleted obsolete WIP prefabs. Re-prefabbed up medical bay for container work.
fluorescent wall light no longer a skin of the ceiling light
re-exporting 3p boomerang anim to fix shoulder issue
Fixed collision on 3m plastic floating walkway. Tidied up floating walkways level prefab.
Pickup toast message keys now correctly display when using DebugLanguage 1
merge from dunes_barricade_fix2
merge from scrap_heli_gibs_fix_2
Fixed despawn rates for:
M15
Pilot suit
Abyss hazmat
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Fix scrap hei gibs read/write after they were reverted by a previous change
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merge from decor_lighting_dlc
Update with Krieg backpacks
Let's get ParrelSync to work with Rust:
Symlink CFG
Symlink Texture Bundles
Setup ParrelSync
Lean up the implementation - remove a bunch of unneeded stuff
merge from deep_sea/islands
Scene backup.
Editor script fix.
Set ghost ship as deep sea global networked
merge from naval_update/deep_sea
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beanbag chair destroy sound + sound tweaks
table lamp deploy
deploy sound tweak for a few other lights
Merge from baseplayer_serverupdateparallel
- Optim: reduce GC allocs by 60% when creating tasks for UsePlayerUpdateJobs 2
- Optim: skip occlusion queries for pairs of same players (affects all modes)
Tests: 2p tests on Craggy + 2k procgen with UsePlayerUpdateJobs 0/1/2 (covered spawning, sleeping, killing and occlusion kicking in)
Optim: skip running server occlusion between a pair of same players
Saves us a bunch of extra dictionary entries, running extra occlusion jobs
Tests: 2p sessions with UsePlayerUpdateJobs 0/1/2 on Craggy (with reconnects, kills, occlusion culling)
Fix bug in new implementation of Parallel.Call that caused the terrain accordion incident
Subtract
127690 - get rid of the custom Parallel class
Replaced the sphere colliders in the Comfortsource on the bear rug with a single box collider, so you dont lose comfort stood in the middle if the rug is on the ceiling
Bugfix: UsePlayerUpdateJobs 2 - skip trying to run occlusion checks between 2 same players
A little slapdash, but it fixes editor-only CLIENT+SERVER bug of sometimes failing to notify player that they're awake. I'll exclude it from all modes next CL.
Tests: loaded into 2k procgen world with UsePlayerUpdateJobs 2 set from the start 3 tmes - all times no weird zombie state
Make mixing table overflow items drop from the player's eye level to improve visibility.
merge improve_mixingtable_drop_visibility to main
Add playermodel LOD override for Mannequin
Optim: UsePlayerUpdateJobs 2 - reduce GC allocations around creating tasks
Surprisingly, this was a struggle to test. Suspicious about a potential bug in unrelated part of UsePlayerUpdateJobs 1/2.
Tests: 2p on Craggy and 2k Procgen map with UsePlayerUpdateJobs 2
merge from deep_sea/networking -> deep_sea
merge fix_torch_underwater to main
Fix being able to swing a torch underwater to keep it lit. Add a transition from attack_lit -> extinguish.
proxy street lights added to docks, static buoys