157,011 Commits over 4,566 Days - 1.43cph!
Added replayInPlace to EffectRecycle, lets us flag effects that can be replayed in place instead of popping and retiring a pooled copy every time
Applied to AK first and 3rd person shell eject effects for now, ~0.13ms -> ~0.04ms per shot
Also means we'll only have to prewarm a handful of shell particle prefabs for all the guns
Adding dweller mace viewmodel rig
Use Facepunch.Steamworks GetPngAnalogActionGlyph for stick/trigger glyphs, remove the now unnecessary hacky workaround
Fix motion vector pass being culled when ocean is present
Merge from main (actually latest this time)
Updating tattoo rig with updated mesh
Merge from main, and fix MapInterface marker conflict
Merge from render_pipeline_testing
Merge from render_pipeline_testing
Merge from fp_sw_glyph_fixes
Update Facepunch.Steamworks: fix Steam Input glyph origin buffer overflow, add GetPngAnalogActionGlyph, cache action set handles
Forward jump down animations for cow and sheep
Updating flail viewmodel rig
Rebind rendertarget to camera target after rendergraph and move SetupCameraProperties back
Handmade SMG damage Increased 20 > 21
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Merge from car_spawning_prefill
Round up the amount of filled slots, so a 5 slot engine gets 3 prefilled instead of 2
Merge from prototype_draggable_markers
Can now drag map markers on the map screen with MMB
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Merge from terrain_watermap_test
Remove watermap texture2D creation on procedural map, saves ~89.5MB on 4k map
Merge from livestock_digestion_boost
Merge fixes
Apply the dung boost the whole time an animal is eating an item from the trough, not just when the item is consumed (caused gaps in boost coverage)
Animals eat a booster item from the trough over any other item
Merge from main (sketchy merge, need to revert any behaviour changes)
Fixed EffectParentToWeaponBone 128B alloc per effect spawn
When in first person, don't spawn effects with HideIfOwnerFirstPerson instead of spawning and hiding them right away
Also fixed the 128B alloc in HideIfOwnerFirstPerson.OnEnable
Saves 0.1ms when firing the AK
Merge from hardcore_changes_nov_26
Reduced the amount of pooled pilot codelock 200 -> 25
Keylock 1 -> 50
Reduced the amount of pooled blowpipe dart projectiles 100 -> 4
Reduced the amount of pooled ballista projectiles 100 -> 3
Modified hardcore upkeep values
Brackets are measured by block count, so these values are for upkeep up to 15/50/125/infinite
Vanilla: 0.1/0.15/0.2/0.33
Old Hardcore: 0.2/0.3/0.4/0.66
New hardcore: 0.1/0.15/0.25/0.4
New values should increase upkeep for bases with > 65 blocks but still at a lower level compared to old hardcore
Reviewed the amount of bullet impacts and decals we prewarm
- Rock, gravel, stones, metal ore and tundra impacts were only warmed with 1 copy, now 25 like the others.
- Glass impact 25 -> 32, it stays alive for 4s+
- Bullet decals 25 -> 30, forest was set to 1, cactus lowered to 5
Merge from warm_prefabs_measure
Merge from tree_hit_forgiveness
Prewarm 10 copies of each sound templates, they were all set to 1
small-sound gets 50
Trying to get to a point where I can empty an AK magazine without instantiating any prefab
Added a level of hit forgiveness if the player is attacking a thin tree and misses
Only affects trees with a trunk radius of < 0.15m (hit_forgiveness_max_trunk)
If the player misses, we do an additional sweep of 0.12m to try and hit the tree
Update manifest, last merge broke play mode
Fixed all the references to the default unity Quad in particles not actually using it
Any of these particle being set active in builds could spike up to 7ms, caused by ParticleSystemRenderer::UpdateCachedMesh walking the Quad whole user list to check whether its already registered
It was referenced by thousands of renderers in monument prefabs, this is why the AK muzzle was slow to spawn in
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Merge from car_spawning_prefill
Modular cars spawned in the wild now have half of their engine slots filled with low quality parts
These parts are locked and cannot be removed until the car is loaded onto a modular car lift - making it easier to get a car up and running