139,917 Commits over 4,383 Days - 1.33cph!
merge from deepseamarkers_mlrs_fix
Fixed deep sea portal marker masking issues with MLRS's map
Merge from main (no conflicts)
Static prop lantern consistency.
Red spotlights on Excavator fixes.
Add drag support to the fake slot and inventory system (not working properly yet)
- Create a fake inventory system in the vending admin dialog to show off all of the vending machines inventory
- Add light and dark colouring to each of the search entries
- Add emoji support to the shop name
- Restyled emoji window to fit in with the new theming
add workshop on/off toggle for electric furnace effects
Update: dispose netgroups when NetVisGrid gets disabled
Tests: booted into craggy and stopped - no errors
Clean: remove Provider.Init method
Tests: ran UpdateSubscriptionConsistency test, booted into craggy
workbench upgrades gibs added
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Optim: Get rid of NetGroup pre-allocation, use thread-safe lazy allocation
Comparing memory snapshots, we go from 2.1mil NetGroups down to 131, saving 140MB
Tests: booted to Craggy and ran around. ran UpdateSubscriptionsConsistency unit test.
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Clean: move group initialization from PopulateCells to GetGroup
Tests: ran around on craggy
Clean: remove Visibility.Manager.groups
- also remove all provider == null checks
Tests: compiles
Update: add ClientVisibilityProvider - mostly a dud Provider, most methods do nothing
- Upodated all places to use ClientVisibilityProvider instead of null
This allows to remove groups from Network.Visiblity.Manager
Tests: booted into craggy, ran GameTraceTests
Massaged the broken time acceleration curve to increase night time to be closer to 10 minutes again.
NPC's now use the server gesture start method rather than sending player signals, fixes them not hiding their currently held entities when starting gestures
Added faster dictionary lookups to GestureCollection
Fixed Lumberjack Hoodie not working in Industrial Conveyor
Switch mortar firing button from reload to primary fire.
Update: instead of iterating all netgroups, add Provider.ForEach(layer, callback) method
- get rid of Visibility.Manager.Groups accessor
This removes public access to groups dictionary, so almost there to remove it
Tests: booted to craggy, opened deep sea and ran deepsea.printentitycount
merge from split_dump_command
Mortar animator update and anim exports
Fixed nuke EffectRecycle prefab errors.
Updated joint hierarchy for mortar
Update: Visibility.Provider now can create network groups in a thread-safe fashion
- organized hardcoded groups into their own collection
- Network.Visibility.Manager now defers to provider's GetGroup and TryGetGroup
Not sure if I want to support NetworkVisibilityGrid on CLIENT or not, but will try to clean it up in a bit
Tests: Booted and ran around on craggy. compiled for all modes separately
Remove entity mod from mortar shells
Delete old placeholder mortar entities
Mortar IK ref points updated and anims exported
exported edited salvaged hammer refresh vm anims
Updating mortar rig with hand IK targets
String material texture offset gets updated according to the current rotation of the wheel bone
apartment complex exterior baked LODs
workbench upgrades models and textures (salvage, recycle and comfort)
Can't open upgrade inventory if building blocked
merge from bandit_sentry_culling_fix
merge from armored _ladder_hatch_material_fix
Add ApplyVertexColorStrength and ApplyVertexAlphaStrength to material property block for hair dye
merge from floating_city_oilrig_leg_fix