119,034 Commits over 4,018 Days - 1.23cph!
merge from new_kill_commands
ent kill command now ignores gibs
merge from wood_armor_crafting
Reduced crafting cost of wood armor, now uses 15 cloth instead of 1 rope
merge from crafting_update
Armor info panel UI changes so that everything can fit with ownership. Also fixes protection area text varying above/below slots.
Added new kill commands:
- killplayerinview: kill the player you're looking at
- killplayersradius: kill all players within the given radius
merge from crafting_update
merge from crafting_update/workbench
hopper, fridge and bee grenade techtree placement - S2C
Merge from jungle_biome/jungle_foliage
merge from ballista_mat_fix
Fixed various spawn population filters
Jungle has forest splat
Jungle has alt topology (including nearby forest / forestside areas to prefer deciduous trees next to jungle, looks slightly less odd)
Jungle avoids transition areas from temperate to other biomes
Fix attempt for the red ballista in builds
Merge from fix_no_scientists_on_cargoship
Fix scientists not spawning on cargo ships
Subtractive Merge (114985) Removed DLSS fix as it's still causing crashes
Merge: from eventrecord_allocs
- Reduces the number of allocations caused by our server-side analytics
- New "analytics.small_buffer_send_limit" persistent ServerVar to reduce task scheduling overhead. Set -1 to return original behavior.
Tests: ran existing analytics unit tests, booted server in editor.
tiger drag anim sped up and moves further
Merge: from main
Tests: none, no conflicts
Clean: remove my testing setup
Test: none, trivial change
Optim: send small server-side analytics events using the same task thread
- Controlled via analytics.small_buffer_send_limit - to disable, set to -1, to enable for everything set to
999999
- Default to 16KB
- Preserved between server restarts
This avoids ~1KB of allocations just to schedule another async task per upload. On busy servers(100pop) this can save 0.8MB per frame.
Tests: booted in editor to check the command presence
Tiger drag corpses away when approached while eating them
merge from effectscale_fix
Fixed effects using EffectScaleWithCameraDistance being incorrectly scaled when far from the world origin
We were calculating the cam distance based on the effect local pos instead of its world pos
remove/disable unused stuff
▅▌▊█▅: ▉▆▅▅▋█ █▆ ▊.▊▌ ▆▅▋▊▉▌▌ ▋▄▄▋▄ ▇▊▊█ ▅▍▊▄█▅▆█▋ ▅▄▄▋ ▌▊▌▌▊ █▌▋ ▉▇▇▄▍█ ▄▋▅▋█▄▍▇
- ▆▍▉ ▇▄ ▌▆▍▇▋▋▍▆█ ▌▆▋▅ ▌▊▉▉▇
- ▍▉▋ ▅▊ ▉█▉▄▌█▇ ▍▆▇█ ▍▉▊▄▊
Fixed Triangle Railroad Planter not having a backface allowing players to look through it on a triangle floor grill
disabling/enabling wheel colliders with sleep state to reduce overhead
Bugfix: EventRecord.AddField(bool) now respects it's param
Lucky for us, wasn't used anywhere outside of tests.
Tests: none, trivial change
Created master swarms. These swarms output a small swarm every 1 minute (total up to 3)
Bee grenade now uses new swarms
Update: adding a couple perf tests for EventRecord
- also removed one of profilign scopes since I don't need it anymore
Used them to check if packing EventRecordField would give any perf benefit, and it's a no - indistinguishable from noise.
Tests: ran the new tests