123,976 Commits over 4,171 Days - 1.24cph!
Fixed collision on 3m plastic floating walkway. Tidied up floating walkways level prefab.
Pickup toast message keys now correctly display when using DebugLanguage 1
merge from dunes_barricade_fix2
merge from scrap_heli_gibs_fix_2
Fixed despawn rates for:
M15
Pilot suit
Abyss hazmat
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Fix scrap hei gibs read/write after they were reverted by a previous change
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merge from decor_lighting_dlc
Let's get ParrelSync to work with Rust:
Symlink CFG
Symlink Texture Bundles
Setup ParrelSync
Lean up the implementation - remove a bunch of unneeded stuff
merge from deep_sea/islands
Scene backup.
Editor script fix.
Set ghost ship as deep sea global networked
merge from naval_update/deep_sea
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beanbag chair destroy sound + sound tweaks
table lamp deploy
deploy sound tweak for a few other lights
Merge from baseplayer_serverupdateparallel
- Optim: reduce GC allocs by 60% when creating tasks for UsePlayerUpdateJobs 2
- Optim: skip occlusion queries for pairs of same players (affects all modes)
Tests: 2p tests on Craggy + 2k procgen with UsePlayerUpdateJobs 0/1/2 (covered spawning, sleeping, killing and occlusion kicking in)
Optim: skip running server occlusion between a pair of same players
Saves us a bunch of extra dictionary entries, running extra occlusion jobs
Tests: 2p sessions with UsePlayerUpdateJobs 0/1/2 on Craggy (with reconnects, kills, occlusion culling)
Fix bug in new implementation of Parallel.Call that caused the terrain accordion incident
Subtract
127690 - get rid of the custom Parallel class
Replaced the sphere colliders in the Comfortsource on the bear rug with a single box collider, so you dont lose comfort stood in the middle if the rug is on the ceiling
Bugfix: UsePlayerUpdateJobs 2 - skip trying to run occlusion checks between 2 same players
A little slapdash, but it fixes editor-only CLIENT+SERVER bug of sometimes failing to notify player that they're awake. I'll exclude it from all modes next CL.
Tests: loaded into 2k procgen world with UsePlayerUpdateJobs 2 set from the start 3 tmes - all times no weird zombie state
Make mixing table overflow items drop from the player's eye level to improve visibility.
merge improve_mixingtable_drop_visibility to main
Add playermodel LOD override for Mannequin
Optim: UsePlayerUpdateJobs 2 - reduce GC allocations around creating tasks
Surprisingly, this was a struggle to test. Suspicious about a potential bug in unrelated part of UsePlayerUpdateJobs 1/2.
Tests: 2p on Craggy and 2k Procgen map with UsePlayerUpdateJobs 2
merge from deep_sea/networking -> deep_sea
merge fix_torch_underwater to main
Fix being able to swing a torch underwater to keep it lit. Add a transition from attack_lit -> extinguish.
proxy street lights added to docks, static buoys
merge fix_worldsize_skipdomainreload to main
Fix skip domain reload breaking world size in procedural maps.
Adding FPBuild flags for MacOS build in Jenkinsfile
Fix tree marker color selector
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Update: Unit tests that experiment with reducing allocation overhead of tasks
Got the following reductions in the unit test:
Garbage size: 1.1KB -> 0.3KB
Alloc Calls: 11 -> 5
The remaining ones seem impossible to remove while still using System.Threading.Task.
Tests: ran the new unit tests