255,067 Commits over 3,990 Days - 2.66cph!
Update: ServerProfiler - emit a graph of per-thread total allocation size
- Main thread reset the counter every frame, worker threads over their entire lifetime.
This makes it easier to see at a glance how much we allocate per frame/thread.
Tests: exported snapshot in editor on Craggy
Revert small planter to version from
104648
tweaked skinning a little, added open 150 to 300 and open 300 to 150
Fix triangle planter soil mesh not getting wet material effect
4k cooking workbench textures
Merge from fix_texture_streaming
merge from consoletoggle_param_qol
merge from clear_bushes_radius
merge from missing_demo_folder
merge from admin_hidden_items
Thread admin cleanup, can move threads
Async sidebar loads
Thread list placeholder
merge from dofExposerForceDisable
Don't actually disable QualitySettings.streamingMipmapsActive if we ever had an Update() cycle with it enabled. Instead, enable Texture.streamingTextureForceLoadAll for the same effect without crippling Unity's TextureStreamingManager
Setup cooking workbench with new art.
Setup LODS.
Setup deploy guide mesh.
Setup gibs
Added debug.ForceChickensSpawnEgg, forces all chickens in the provided range to drop an egg
Eggs now drop from just behind the chicken
Rework how chickens drop eggs in the world
Every 20-40s check if there are players within 100m, if they are there's a 50% chance an egg will drop
This should mean players that find chickens in the wild could randomly find eggs in the area, or they could chase chickens for a while to try and get an egg
Eggs are now a common item for despawn purposes so they will time out pretty quickly (and we don't flood servers with physics eggs)
Light setup for Hopper + related mats & meshes.
Leaderboard backup, run #
17573
Optimized hopper textures.
Removed that 2k emission texture that was just black.
Removed the on/off text from the lights because that's not what they will indicate anymore.
prevent charge station from healing above 100 hp
Teddy Bear trousers adjustments
Adding missing tail
Teddy Bear Costume
Lods and Skinned, Both Citizen and Human versions.
Initial push .clothing files
Updated hackweek_reduce_copies changes to latest
Ditch Stream as the read/write interface to reduce the amount of copying data around
Refactor to make BufferStream a class and support resizing the backing buffer automatically
Fix writing incorrect padding for len prefixes
Optimize ReadFromStream(Stream, int) to not allocate because the length is known
Fixes and additions for latest rust
First pass on new chicken mesh prefab
Marked a bunch of animations as looping
Swapped over clips on animator, disabled the walkspeed system
Fix some fields and add others
Readd IndirectLightScale property to lighting entities for enhanced control over light bounce brightness, values beyond 1.0f are not energy conserving
https://files.facepunch.com/sampavlovic/1b1311b1/sbox-dev_6TJvtGnbXi.png
Merge from triangle_planter
Fixed triangle planter rotation snapping on foundations, floors and grills
Fix Model.GetVertices not getting vertices from all vertex buffers of a render mesh
merge from hackweek_automatedtesting
Removed nunit dependency in ServerProjectileTestSpawner
Revert "Use Unix trailing paths for codegen"
This reverts commit eb86cb41a20dc2d3b57a0b5a67b2be5563d4d513.
merge from doorcontroller_drain_fix
merge from hackweek_automatedtesting
Editor stuff in editor folders....
Comments
merge from hackweek_automatedtesting
Fixed copypaste loading: convert them to a BaseScriptableObject on import, so we can load them from asset bundles in builds
bullets
zombie walk anim
enemy SetAnim
damage flash material
enemy health
player damage etc
Make `RPC_UpdateItems` to not kick in editor
The code generator code for last commit
Add ability to mark RPC attributes to not kick in editor
- avoids you getting disconnected every time a RPC throws exception when developing
- by default RPCs all throw errors
Mac/Linux build scripts
Mac: Add Makefile for VPC so we can actually build it without actually having vpc
Rename some IOSALL flags to just PLATFORM_APPLE, we always imply arm64
SDL_config doesnt always imply windows
Update gitignore
Mac: Managed Build Scripts, no need for nvpatch for non-windows targets
Use Unix trailing paths for codegen