117,489 Commits over 3,987 Days - 1.23cph!
Merge from crafting_update
Reapply hopper prefab changes, merge deleted a component somewhere
Adjusted prevent building on hopper, fixes being able to build a half height floor through a hopper mounted on a storage barrel
Added debug.clearPlayerModfiiers, clears all tea effects
Fixed chicken materials
Remove old chicken rig from chicken prefabs (still in project, can remove next month)
Adjusted chicken coop deploy volume
Fixed being able to receive multiple skulls from a single corpse while the harvesting modifier is active
merge from faster_il2cpp_compilation -> main
Instead apply the IL2CPP arguments via `IPreprocessBuildWithReport` which allows you to override IL2CPP arguments per platform
- only apply to windows
Revert the project wide IL2CPP arguments since it doesn't work on OSX with clang
merge from faster_il2cpp_compilation -> main
Pass argument to IL2CPP to increase number of cores Link.exe uses
- reduces IL2CPP linking step by 22 min
fixed raw fish having incorrect material
relinked up small_junk human meat prefabs with new meat models and applied to underwater_labs module_1200x1200_4way_ladder prefab table and shelves
manual merge from cookingv2/meat #6
114426
manual merge from cookingv2/meat #5
114423
manual merge from cookingv2/meat #4
114422
manual merge from cookingv2/meat #3
114419
manual merge from cookingv2/meat #2
manual merge from cookingv2/meat #1
reduced all meat textures to be no bigger than 512x512
removed placeholder items from craggy
overhauled meat prefabs, rebuilt all with updated meshes and textures, moved all meats to specific folders, tidied up folders, removed old and unused assets
Missed Bee Grenade Texture Files
Work In Progress of Bee Grenade Material setup
added meshes and materials for all new meat items, sss profiles
Correct eye bone positions/skinning on all current player seeds
merge from autoturret_servertick_optim
Toggle the client warning zone trigger based on the peacekeeper flag
Set the exclude layers
Strip the massive target detection trigger from the client
Set the exclude layers
merge from building_privilege_cache
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Ensure beehive lootpanel humidity correctly uses humididy token rather than inside token
Longer clientside building priv cache when holding a wire tool + some optims
Fixed IsBuildingBlockedByVehicle cache return
Increased cache duration on flame turret and shotgun trap
Custon cache duration for IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity
Comments
merge from autoturret_servertick_optim
Check if the autoturret has entities connected to its outputs before calling MarkDirtyForceUpdateOutputs
This will drastically reduce the time spent on AutoTurret::ServerTick on server with a large IO queue
Enqueuing turrets can be very slow because of the duplicate checks - temp solution until we back the IO queue with an hashset
LifeStoryUpdate::UpdateTimeCategory now uses a 45s cached server building privilege
Added support for different cache duration in BaseEntity::GetBuildingPrivilege
Merge: from profiling_improvements
- Fixes ProfilerBinViewer to display all available threads and fix invalid callstack depth calculation
- Fixes a bug that would prevent json from being generated on busy servers
- Fixes a bug with timelines being very-slightly out of sync
- Optim/Bugfix to filter out all constructors from being profiled
Tests: a lot of exports in the edittor and a bit of forced "bad" cases