117,463 Commits over 3,987 Days - 1.23cph!
edited crocodile turn 90 left and right anims and exported wip croc intimidate attack rm anim
Merge from temperature_teas
Remove old (now null) teas from cooking workbench visuals to fix NRE when mixing
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auto calculate craft times
- Fixed issues with the workshop normals when downloading from steam and reuploading.
- Fixed general compound texture compression issues when downloading from steam and reuploading.
Added LOS check system to master swarms so they cant damage people through walls
Item names, manifest file.
- Makes the tiger shadow your movement when your back is turned -> this prevents brutal charges from behind that could occur because of the RNG is the previous sneaking behavior
- Reduces tiger speed when fleeing -> this helps land a few shots before the tiger disappears in the foliage, and make sharp turns look less jarring
- Improves debug speed logging
- Renames ProcessEntity to UpdateEntityVisibility ("ProcessEntity" was too vague of a name)
Delete now unused recipes.
Remove unused recipes from recipe lists.
Assigned new tea recipes.
Added final teas to recipe lists.
Deleted min/max temperature tea items.
Deleted regular/advanced/pure tea items.
Renamed combined teas to Cooling/Warming.
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Rebalanced beehive temperature
Bees like temperature biomes and relatively low altitiude. Need to use a heater if you are higher up or in the snow
Merge: from concurrentquueue_leak
- Fixes an edge-case on high-pop servers that can cause a 10MB/s garbage allocation rate
Tests: validated fix works via synthetic test, then had a 2-player session on craggy to validate network traffic works as intended
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Clean: remove false-sharing todo
Don't have proof of how impactful it is now in this area, so not going to jump the gun for now
Tests: none, trivial change
Undo: pick the right version of ProjectSettings from history
Tests: none, trivial change
Undo: revert ProjectSettings
Tests: none, trivial change
Bugfix/Optim: propagate fix to other ConcurrentQueues in the file
Tests: local 2-player session on Craggy in editors
- Cleanly handle nucleus grades
- Fix bugs with progress bar
- Add even more convars to allow quicker honeycomb generation and how much xp to give
- Added some more tooltips and last minute polish
Turn a bunch of static settings into ConVars. This allows server owners to adjust a bunch of variables on the bee system: from bee swarm survival length to how much xp is added to a nucleus each cycle.
Merge from mfm3. Bringing branch up to date with main and all the related merge fixes.
Clean: remove the hack test
Now that the bug was validated this doesn't serve any purpose
Tests: compiled in editor
Bugfix/Optim: Don't force ConcurrentQueue to allocate new segments on every push
My hack/forced test no longer allocates - now I just need to cover left-over cases of this problem
Tests: on Craggy in editor took a snapshot - no more allocs in the forced test area.
Merge from parent/merge_from_blowpipe
Ensure bee swarms target the closest accepted player, not the first one they find that fits the bill
Add more tooltips to loot panels
Hack: improved the runaway test
Now I can see it via server profiler - ~90KB across 192 allocs for 192 packets
Tests: Craggy in editor, took a snapshot
toolcupboard_www -> crafting_update
Fixed toolcupboard items showing a bunch of w's
Bamboo scaffold kit lods, collision, optimisation
Merge from blowipe (lots of folder changes so merging here first to be safe)
Fixed natural beehives spawning on fire
Reduce twitches in croc anim transitions
Additional checks before master swarm is spawned. Ensure not too close to wall, as well as worrying about the vertical spawn if inside a wall
Hack: synthetic test to proc ConcurrentQueue memory runaway
Managed to reproduce high memory allocation edge case of ConcurrentQueue. Need to rip it out after applying the fix.
Tests: ran the code and checked state of ConcurrentQueue with a debugger
Greatly improved swarm behaviour around fires