111,604 Commits over 3,928 Days - 1.18cph!
Added DLAA support and added it as an option in the graphics menu
merge from main -> primitive_gm
Fixed horses keeping the last input from driver if there is a passenger and driver dismounts
New flame impact atlases.
Updating Ballista rig with new LODs
Switch to quiet run so that setting convar changes aren't printed to console
cargo_docking_fishingvillage_fix -> main
Increased min distance to a better level
Merge: from profiling_improvements
Avoids recording methods that are tiny/fast - helps with overhead.
Tests: in editor on Craggy generated a new snapshot and opened in Perfetto, couldn't find my methods.
Merge: from main
Tests: none
Update: Further reduce what methods we annotate
- Removes get_* property accessors, as they are frequent but usually quick
- Removes various storage classes and math utilities (ByteExtensions, BitUtility, Facepunch.System.Enumerator, all of Unity.Mathematics, etc)
- Removes operator invocation (any op_* method)
- Removes comparison method calls (as they are usually quick)
This should reduce performance degradation in tight loops that frequently invoke these methods and produce smaller snapshot(6.7mb -> 6.1mb).
Tests: in editor on Craggy generated a new snapshot and opened in Perfetto, couldn't find my methods.
Refactor defaults loading to a separate function.
Also load defaults in safe mode.
Removed commented out code.
exported latest vm mini crossbow anims
Merge: from buildingprivilegeretrotool_recycling
Fixes invalid pooling of protobuf type when replicating data.
Tests: On Craggy setup a tiny box base and placed retro cupboard - before fix it immediately reported negatives via pool.print_memory, after fix - stayed >= 0
Combat Entity compile fixes
Bugfix: don't flood pool with ProtoBuf.BuildingPrivelegeRetroTool
Tests: On Craggy setup a tiny box base and placed retro cupboard - before fix it immediately reported negatives via pool.print_memory, after fix - stayed >= 0
Fishing villages wont spawn close to harbor anymore (prevents interactions between the cargo docking and the village)
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vendor_event_printout -> main
Ensure Road Bradley Event outputs the correct stuff as well
Ensure Travelling Vendor event prints out the same stuff as prefab events
initial chunking from shared sdf set
base_combatentity_code_cleanup -> main
main -> base_combatentity_code_cleanup
cargo_npc_abduction_fix -> main
TriggerParent now does checks to ensure its not parenting shopkeeper or mission provider NPCs
rocket_death_info -> main
Setup death information on patrol helicopter regular and napalm rockets
Select the folder name input field automatically after pressing the new folder button
Allow spaces in shot and folder names
Take camera control immediately when starting a shot recording
Show the bone that the debug camera is currently parented to in the demo info at the top of the screen
Merge from effect_scene_error
Wrap all access to the effect scene so this error will be caught everywhere
See EffectLibrary.MoveToEffectScene
Fixed exception when a player is disconnected while an effect with the EffectRecycle component was active (was trying to unparent into a non-existant scene)
Merge from telephone_name_fix
Increased the maximum length of a telephone directory name to 30 characters (was 20 but wasn't enforced in the UI so names would get cut)
Telephone name field will now cap input to 30 characters
Don't replace the equipped shield if picking up another shield from the ground
Only auto equip a shield in the shield slot if there is no shield is equipped
Fixed the equipped backpack being dropped on the ground if the player right clicks a backpack item in their inventory while the inventory is full
Affects all backpacks, not just shields