130,572 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Update: ammend PlayerCacheTests.StressTest to trigger cleanup causing desync with StableObjectCache
Tests: ran test, failing as expected
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Fixed clipping issue with life ring
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: UsePlayerUpdateJobs 2 - get rid of ExecutionContext copies when aggregating tasks in SendEntitySnapshots and -WithChildren
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix IsNavmeshBuilt returning true while navmesh is still async building
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add culling based on distance
 
                
                
                
                
                
             
         
        
            
            
            
                
                Do not reset "stopAtDestination" when end of path reached, that defeats the purpose, as we want to keep moving even after reaching the end
 
                
                
                
                
                
             
         
        
            
            
            
                
                small engine blockout for modular boats
 
                
                
                
                
                
             
         
        
            
            
            
                
                Store start/end positions during jobs, add `laserbeam.useJobs` convar to allow for toggling the new jobified laser beams.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Optimise laser beams by moving them to jobs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Split dispatches per LOD, enable camera culling per cell, improve use of groupshared memory, enable renderer in editor, and add LOD distribution slider.
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                fluorescentlight userCraftable fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from sleepignbag_assign_to_friend_bug
- Bugfixes for sleeping bag friend assignation, making private and "make bed" action not replicating to the new owner fully
- Added sleepingbag.assigntoplayer <bag entity id> and clearfromplayer <bag entity id> server vars for testing
Tests: spawned sleeping bag and bed and used above functionaility while assigning/clearing from self - was visible on map when expected.
 
                
                
                
                
                
             
         
        
            
            
            
                
                added extra col shapes to deck crane and fixed smoothing on LOD3
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from scientist_rhib
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: fix Make Bed and Set Public bed interactions
Tests: spawned a bed_deployed, assigned to self, made public (visible on map), cleared from self (no longer visible), used make bed (visible). Made private - still visible on map
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: SleepingBag.AssignToFriend now correctly replicates updated spawn options for new owner player
- added sleepingbag.assigntoplayer and sleepingbag.clearfromplayer server vars
Tests: deployed an unassigned bag, used above command to assign to self - it was visible on minimap
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Deleted scientist RHIB test mesh that was causing errors.
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                some quick tweaks to prefabs, rhib and deck cranes
 
                
                
                
                
                
             
         
        
            
            
            
                
                texture sizes for rhib crane, disabled srgb on AO maps
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from decor_lighting_dlc
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from chandelier_groundwatch
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from bag_label_update_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from bag_label_offline_fix
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                cache transform, shader ids, reuse beamST. about 30% faster with 80 instances.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix update queue gc allocations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cherry pick flashlight optimizations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add ability to get the slots required for a vending transaction
More improvements to the ItemSafety class: More methods to test whole container to container fitting, more methods to estimate quickly if things will fit
 
                
                
                
                
                
             
         
        
            
            
            
                
                main -> full_drone_marketplace_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix bag labels not recognising sleeping players
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disabled placeholder surface dirt in barges
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed third blend layer from floating walkway materials
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ensure bag label updates if you quickly swap between different bags
 
                
                
                
                
                
             
         
        
            
            
            
                
                Some additional unique walkway pieces to improve traversal
Casino progress
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ensure the whole final mesh's vertex's are included, this seems to be the right approach
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix incorrect vertex sum calculation
Would cause StringLight batching to try and use short index space rather than standard int space.
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Fix Chandelier groundwatch not working when it moves away too far from its origin