117,490 Commits over 3,987 Days - 1.23cph!
Bugfix: ServerProfiler - properly filter out constructors
- Due to a typo (missing .) it would never match constructors and never filter them out
Using release libs built from ec8c5522
Tests: snapshot in editor on Craggy - confirmed no contructors were recorded.
Bugfix: ServerProfiler - sync up non-main-thread timelines to main thread
Previously it was possible to have a small gap at the very start of the snapshot on non-main thread views.
Tests: exported a snapshot in the editor.
Bugfix: ServerProfiler - properly handle sheared callstack at the start of worker threads during export
This revealed that I have a bug with non-main thread timing (things are slightly offset). Will fix next.
Tests: injected data that was tripping up the export originally. Validated that it does trip up before fix, and now exports correctly after fix. Exported 10 snapshots in the editor - no failures, and all look correct.
Flame turrets now cache the dominating building privilege they're linked to
If they don't have any linked TC, we use a server cached GetNearestBuildingPrivilege
Also adjusted the trigger exclude layers accordingly
Added clothing to vertical slice loadout
Shotgun trap now uses server cached GetNearestBuildingPrivledge when not attached to a building
Skip trigger check if we can't fire
Set trigger Exclude Layers
Bugfix: ProfileBinViewer - fix callstack depth calculation
- Also replace RadioBoxGroup for threads with a Dropdown - turns out 50 threads radio buttons don't vertically fit my monitor. Who knew.
Hoping it's the same issue in the json exporter.
Tests: Opened a debug snapshot from official server.
slight shift in torch trans y entity position
Set IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity cache time
Merge: from main
Tests: none, no conflicts
IsBuildingBlockedByVehicle merge fix
Merge from app_skip_field
Fix compile (some fields got stomped because these weren't in sync)
- updated upperBodyAimMask (removed eyes/eyelids/jaw/eyetransform)
- updated mask meta on anims
Merge from fast_debug_draw
Updated Rust+ protos so they are compatible with other protobuf code generators
Beehive texture size / mat setting optimization.
Change distance fade to fade to black instead of transparent, which was the original DDraw behavior.
Added missing changes to material variant that Unity didn't save for some damned reason.
merge from windmill_height_fix
Adding details to zigg bamboo stair piece
merge from crafting_update -> aux2
merge from windmill_height_fix
Bugfix: CollectionUtil.SortInplace now correctly sorts
- Also renamed these utils as previous names were confusing
Tests: ran the old + new unit tests - all pass
Update: Adding unit tests for CollectionUtil
Discovered that my SortInplace is borked, so I'll fix it in the next update.
Tests: ran the new unit tests
Prefab cleanup, minor optims and stripping client stuff from server
Various cleanups and fixes:
- Add InstancedDebugDraw properly to the Main Camera Prefab instead of adding it from code.
- Remove FastDebugLine from always included shaders, utilising shader variant stripping.
- Add material(s) to ensure line shader is included in builds.
- Work around Unity quirk: Can't set shader commands from material property blocks.
- Add a define to avoid matrix packing for easily confused GPU drivers.
- Clean up shader properties and exposed the actual distance for distance fade.
- Expose _Color, _LineWidth, _DistanceFade and _TransformType for potential use without instancing.
merge from cookingv2 -> crafting_update
Fix modifiers being set to zero instead of fully removed
- fixes yield bonus going to zero once digestion effect expired
Imported Bee Grenade World Model
Updated Bee Grenade View Model
updated rust player mask (removed eyes/eyelids/jaw/eyetransform)
Updated and Imporved Bee Grenade Textures
use a transform parameter to define the local bounds for clamping the wire position to, avoids issues with bounds being initialized differently with different door states
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