121,465 Commits over 4,048 Days - 1.25cph!
Interaction foam shader update
Subtract
70091 - bring changes to a branch to investigate why it could cause crashes
SetDestination error spam fix. Needs more testing to make sure nothing unintended happens because it is used by every AI in the game.
cherrypicking
70089 70091
subtracting Nvidia reflex changes - sporadic performance issues
Subtracting
70069 - Easter changes with removed editor-only [BurstCompile] attribute due to continued non-responsive client stalls
Reverted PositionLerp to last month's version. Using my updated generic interpolator required casting the snapshot struct to an interface which was boxing it and generating 256 bytes of garbage per Query call. Can be avoided by pre-creating the TransformSnapshots and passing them into Query as T but that was getting overcomplicated. I'll sort out the Magnet Crane and train bogie uses of GenericLerp at a later date.
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cherrypicking
70069 - Easter2022 Crash investigation
Store the last hit info when a player takes damage
If a player suicides while wounded, use the last hit info for the death screen and stats
This should fix so many player deaths being reported to analytics as suicides when they've actually been killed by other means, as well as making the information displayed on the death screen more accurate
Raise zipline dismount points at water treatment plant, S2P
Allow the above-ground WorkCart bogies to pivot
Matched the above-ground WorkCart controls colour to the exterior (similar to the red variant)
Added above-ground WorkCart prefab variant. Set up different materials on it. Made it save/load.
Merge Main -> Rail Network
Improved dot product check on chain connections
Chain connections are now multi-directional
Increased magnet crane yaw speed by 20%
Switched magnet crane back to "Normal" animator mode instead of "Animate Physics" on the client. This fixes the slightly jittery yaw movement and makes it absolutely smooth (assuming high framerate). The tradeoff is that it brings back the imperfect sync between the seated driver and the crane. However, with the updated interpolator this seems to be much less of an issue than before.
Ziplines can now travel up to 3m higher than their departure point
Add ziplinelaunchpoint.report that prints out the total ziplines and some length information (total and average)
Merge Main -> MagnetCraneUpdates
Merge Rail Network -> Main. Contains two small/safe fixes:
- Raised WorkCart end colliders so it doesn't hit some specific configurations of rail.
- Fixed floating trains after server restart from AddTrackSpline modifying the original spline (this fix won't work until a server's cache is cleared).
Copy the rail spline - fix floating trains after restart
Finalizing Satdish island WIP
Subtract
70035 - bringing Easter changes back
Remove the editor-only [BurstCompile] attribute
Push updated clan info to the app so it doesn't need to poll for it
Sat island resculpted for the new cliffs
LightGroupAtTime can now specify a power source override
Fixed junkpiles not spawning scientists since Apex removal.
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Increase the max number of teammates that the map can display to 40 (was 16)
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Some alignment fixes
Fixed a material regression
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