108,185 Commits over 3,867 Days - 1.17cph!
Finished era editor window
- tons of fixes to make it actually work
- show orange as background when item is unassigned to an era
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radioactive_changed_removal -> main
Remove 'radioactivity changed' editor log
Ensured correct connection is put in sphere should the secondary connections be close enough to other players
Mods for surface mounted explosions.
Adding new v3 anim folder to playerUpdate branch
Merge from analytics_add_persistent_work_queue
Add persistent object work queue to analytics in the same way as object work queue
Also makes persistent object work queue more consistent with object work queue (TimeSpan instead of double, same member names, non generic parent)
Cache and pass the Remote Control Entity position into GetSecondaryConnectionsWithin
report_copy_steamid -> main
Added copy button to F7 report menu. Allows you to copy SteamID of player you are going to report
The wolf can now lie down or scratch its ears instead of just standing still
Optim: Avoid expensive reserializations when trees de-/spawn
- Controlled by TreeManager.UseLazySerialization, enabled by default
- Tracked by LazyUpdate scopes
- Simplifies some profiling scope names
- Added OnTreeDestroyed profiling scope
This should save us 0.25ms per cell reserialization on larger worlds.
Tests: local multiplayer session, connected, destroyed a tree, reconnected. Confirmed tree impostor wasn't there and profiling scopes showed lazy serialization. Disabled lazy serialization and reconnected - still good and no spikes in profiler on chopping down trees.
Battering ram constructable prefab and item setup
Fixed missing animator
Add era convar
Restrict items showing up in crafting menu depending on era
Work on era editor window to change item era easily (WIP because implemented on laptop)
Add tags to a bunch of items & assign era to a bunch of obvious items
Play particle effect when repositioning.
Hook up placeholder effect.
Add persistent object work queue to analytics in the same way as object work queue
Also makes persistent object work queue more consistent with object work queue (TimeSpan instead of double, same member names, non generic parent)
CCTV Cameras can now hear in game voice feeds
- GetConnectionsWithin can now check connections to players secondary groups to see if they are close enough
- Extra connections added to ConnectionsInSphereList as normal
renamed some player update animation fbx's
Fixed gesture system spamming warnings while on tutorial island
Took the chance to clean up a bunch of client side logs when setting up the tutorial island renderer
Reverted catapult's textures meta unwanted changes in
106265
Remove the WaterVisibilityTrigger from MineDungeon, possibly causing missing water when exiting the halloween dungeons
Optim: Preserialize the tree grid before sending to the player
- Added ClientRPC overload that accepts a MemoryStream to support above
- Early out of the tree streaming logic if no players are in the streaming queue
Local test on 4.5k Proc world showed that it took ~1m to stream entire world for 1 player instead of previous 3.5m
Tests: minimal, booted procgen map in CLIENT+SERVER local session, waited until everything streamed in
Merge from relationship_manager_dangling_profiler_sample_fix
Refactor wolf fsm to be easier to maintain and extend
add configurable offsets for coverage and instability noise gen
Fixed halloween candies spawning inside cliffs
When spawning we now check the terrain topology and run a simple raycast to reposition them if the topology is CLIFF or CLIFFSIDE
playerupdate. renamed the necessary exported player exported anims and clips for consistency and updated player animation contoller with swim new anims
Add solar panels to a work queue
update to visuals prefab pivot (temporary)
updated ram hardware models to reflect latest concept changes
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Show the current shield health with the health/hunger/vitals
Move the player vitals into a FlexLayout, remove a bunch of hardcoded layout code as a result
Fix two more dangling profiler samples in relationship manager caused by early outs
battering ram update to work in progress visuals
Added gibs to catapult. Changed catapult rust decals mat lookup.
Merge: from main
Tests: none
Double clicking on a selection history entry now calls AssetDatabase.OpenAsset