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Wip HornetGun
40mm ammo prefab
Merge: from profiling_improvements
Further exclude small methods/utility classes that are fast 95% of the time.
Tests: Took a snapshot on a defualt ProcGen map in Editor(Client+Server). ~13% uncompressed json reduction.
Update: more profiling exclusions
- Don't track NetRead and NetWrite
- Dont' track Facepunch.System's containers (including pooling), StringPool and ArrayPool
- Don't track EntityRef
- Don't track all Enumerators (previously only Facepunch's was excluded)
- Don't track all GetHashCode
- Don't track TimeWarning (debug-only calls, but can be frequent)
Tests: Took a snapshot of default procgen map in Editor(Client+Server), confirmed about 13% reduction in uncompressed json size.
Tweaked horse player collider height
Merge: from main
Tests: none
Update: DemoServer - ripping out fixed timestep logic
After experimenting with slowing down playback to bellow play speed, it did reduce the number of violations, but timing inconsistency between demo playback and server simulation leads to more issues.
Tests: none, simple change
Hook up ammo resource to grenade pickup
Fix TripmineWeapon NRE (player invalid), add assert if the placed tripmine prefab is not valid
Prevent scientist from going back to patrolling like nothing happened when they know a threat is nearby
Remove manual call to hurt in scientist as it's now a method of entityComponent
When hit, automatically update the offender's position
Trumpet tree temp billboards
Merge from presets_editor/quality
Delta snapshot improvements. Fixed a bug where it was possible for a snapshot ack to be ignored - should fix a rare and difficult to reproduce bug where sync vars can become stuck
Material.FromShader uses path and not just name - allows shaders of same name in different folders
Forward the Hurt call from entity to entityComponent
Enable grass displacement by default in all preset levels
Bunch of preset/defaults tweaks for more consistency with previous settings.
- Ballista Gibs missing material fix
Re-add shadows quality slider (removed by mistake previously).
Include shadow quality slider in presets and defaults.
PackageVersion / FileVersion 2.4.1
Update README.md (build badge fix)
Host should periodically update the ping value of PlayerData (Fixes Facepunch/sbox-deathmatch#74)
merge from viewmodel_camera_clipping
When running commands from command line, enclose args in quotes so they aren't split again by spaces internally (Fixes Facepunch/sbox-issues#7388)
merge from gingerbread_building_skin_fix
merge from Medieval_Barricade_Unique_Desc
merge from Medieval_Barricade
Shadow cascades preset tweak
Print in console when client connects/disconnects
Add player count to DedicatedStatus
Add extra info to snapshot analytic
Rename SceneNetworkSystem.LoadScene to LoadSceneBroadcast
Remove Nav_WaitBuild, make it a LoadingTask instead - there's no reason this should be special
Fix fov in settings not working
Leaderboard backup, run #
16901
Updated knight items to not overlap ids with lunar new year content
Manifest update, seems to resolve triangle floor hatch issue locally
Deleted the combined reload clip for crossbow
Made a new one from the fbx with custom start/end frames
Fixes CompareApproximately errors when loading the crossbow/building the manifest
Manually remove broken transitions from the vm crossbow anim controller, stops missing PPtr errors
Merge from steamworks_161 (updated other dlls)
Other files pulled from steam, if that even works
Fixed a bunch of issues with chassis visual on siege weapons, causing them to run twice in some cases
And to never shut off when stationary