136,107 Commits over 4,474 Days - 1.27cph!
refactored mesh data to be written directly with the native API and calculate normals ourselves, removes another gross mainthread bottleneck
Set _GlobalMipBias automatically from ConVar
demo_compat_crc_fix -> main
Stop Demo CRC being ignored in Editor
Resolve ConsoleMessage not being forwarded when FakePlayer is enabled
Merge from PlayerMaintainedMonuments
Fix RendererLOD not swapping LOD meshes when used with StagedResourceEntity
fixed issue with sculpture not always initializing, cleaned up naming conventions
fixed capsule carve height being doubled
Refresh screen when flags change too for instant important updates
Monument blockers placement prefabs for LS, MT, large Oilrig
To avoid player maintained monuments branch conflict, these prefabs have to be re-added to these scenes post PMM release
Reduced vent cage health down to 100hp as it tends to lead only to shortcuts and does not warrant delaying players minutes at a time
Change to invoke instead of Update for map display
Profile monitor map udates
Change to insert x MORE, to be clear that it's the missing count, not total required count.
Powerup error toast now reads "Insert x Tech Trash" instead of just "Not enough items"
Screen map now only renders when the control computer is powered up.
Removed old god rays setting from the image effects tab as it no longer does anything
Fixed codegen not being able to generate code for entities in namespaces
Added follow interaction to cows, they will follow a player who interacts with them until dismissed
Fix computer not being mountable for read only map view when satellite is descending
Added a way to avoid GrabPasses being used when RRP is enabled via the shader maximum LOD
re-add rock sculpture to manifest
merge from admin_safezone_looting
Set up shaders to use _GlobalMipBias uniform
Updated command description
merge from static_piano_variant
merge from deathscreen_bag_delete
Fix not being able to unclaim sleeping bags on the death screen
Converted piano.deployed.static to a prefab variant, fixes player model issues
S2P outpost + floating cities
Merge: from remove_jobs2
- Removal of UsePlayerUpdateJobs 2 supporting code, setting it lower will run at least mode 3
- Bugfix for potentially invalid buffer usage when fetching WaterInfos
- Moved more BasePlayer state to NativeArrays
Tests: ran unit tests, ran around on craggy
Update: Codegen
Tests: compiles
Clean: pass around ReadOnly instead of mutable collection where possible
Tests: compiles
Merge from satellite_crash
Bugfix(tests): make sure PerfIsNoClipping properly cleans up spawned gameobjects
- also cleaned up some leftover deltaTime arrays in tests
This was messing up tests further in the queue
Tests: ran AH perf and unit tests
Merge from playermaintainedmonuments
Added livestock scene to dev menu
Merge from roof.bottom.line conditionals consistency pass
Merge from apartment_complex_monument (swing jumping)