136,978 Commits over 4,474 Days - 1.28cph!
Added `espcanvas.nameplateautosize_falloff` (defaults to 50)
merge from bootstrap_optims
Fixed skin viewer trying to load prefabs from the prefab asset scene when its not loaded yet
Added a safeguard in GUIDToObject, any request from a non loaded asset scene won't cache the null miss
Update: rewrite ToStreamForNetwork to be thread safe
- EntityMemoryStreamPool is now a concurrent queue
Now, theoretically, we just throw it at threads and drink champagne
Tests: craggy, built a base and checked decay timer
Update: initialize every SaveInfo with ThreadSafeTime.TakeSnapshot
- also removed some jobs 2 code I missed previously
Tests: on craggy rode a horse, built a base, checked decay timer was updating as I added/removed resources
Deploy animation added to pool set
updated sculpting menu items
Bugfix: avoid multiple BuildingPrivilege.CalculateProtectedMinutes calls in a frame for 1 entity
Atomic latch wasn't correctly checking if it was updating from an old value only, so we could CompareExchange(1,1,1) and pass
Tests: none
merge from menuwarmup_editor_optims
assign new pedestal for gui
Added PrefabInformation to Satellite.entity for death screen. Setup name, no icon to use yet.
Merge from satellite_crash
Fixed home's hero video init issue when using no menu warmup mode
Added Disable Game UI editor pref, disables the game ui (don't need it sometimes when working on main menu stuff)
Saves around a sec
reduced block size to fit pedestal better
Merge from playermaintainedmonuments
Added Disable Dev Tools Warmup editor pref, skips the dev tools tabs warmup until first opened
Saves ~0.3s when entering playmode
Disable menu ui warmup editor pref now skips instantiation of the menu pages completely, they get created on first navigation instead
Saves ~2.5 seconds when entering playmode, without disabling the menu ui completely (at the expense of stalls when opening the menu tabs for the first time)
world model for masterkey, LODs and collision
Adding master key viewmodel rig
Merge from reyclebin_storage
Pool table view model turn animation updates + adding extra idle poses and stepping anims
Removed the shader level setting under the graphics settings as it is no longer in use
Fix server compile issues and bad shader merge
Fix TerrainAlphaScanner compile error
Remove shader debug pragma
Fix holes rendering an extra instance
Merge from vm_attachment_swap_fix
Fixed viewmodel attachments sometimes not appearing if rapidly switching between weapons
Setup holes on foundations just for testing
Update SoftMask static constructor to use unity's TypeCache lookup structure instead of iterating over every type in every assembly
Was taking 3.5s every domain reload, now takes 4ms
Editor only, still iterates over every assembly in a build (but only on boot)
Terrain sample optimisations and toggles for testing, use vertex sampling for biome and normals, cull layer samples more aggresively, and use max layer only for parallax
Add compatibility with old Terrain_AlphaMap, switch back to old alpha map for now
Pool:
- Add test sounds when hitting cue
- Add test sounds when pool balls hit each other
Fix oil rig switch turning off when server restarts
S2P oil rig
Will require fresh server wipe
pool:
- sound effect on mounting