121,176 Commits over 4,018 Days - 1.26cph!
merge from faster_il2cpp_compilation -> main
Pass argument to IL2CPP to increase number of cores Link.exe uses
- reduces IL2CPP linking step by 22 min
fixed raw fish having incorrect material
relinked up small_junk human meat prefabs with new meat models and applied to underwater_labs module_1200x1200_4way_ladder prefab table and shelves
manual merge from cookingv2/meat #6
114426
manual merge from cookingv2/meat #5
114423
manual merge from cookingv2/meat #4
114422
manual merge from cookingv2/meat #3
114419
manual merge from cookingv2/meat #2
manual merge from cookingv2/meat #1
reduced all meat textures to be no bigger than 512x512
removed placeholder items from craggy
overhauled meat prefabs, rebuilt all with updated meshes and textures, moved all meats to specific folders, tidied up folders, removed old and unused assets
Missed Bee Grenade Texture Files
Work In Progress of Bee Grenade Material setup
added meshes and materials for all new meat items, sss profiles
Correct eye bone positions/skinning on all current player seeds
merge from autoturret_servertick_optim
Toggle the client warning zone trigger based on the peacekeeper flag
Set the exclude layers
Strip the massive target detection trigger from the client
Set the exclude layers
merge from building_privilege_cache
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Ensure beehive lootpanel humidity correctly uses humididy token rather than inside token
Longer clientside building priv cache when holding a wire tool + some optims
Fixed IsBuildingBlockedByVehicle cache return
Increased cache duration on flame turret and shotgun trap
Custon cache duration for IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity
Comments
merge from autoturret_servertick_optim
Check if the autoturret has entities connected to its outputs before calling MarkDirtyForceUpdateOutputs
This will drastically reduce the time spent on AutoTurret::ServerTick on server with a large IO queue
Enqueuing turrets can be very slow because of the duplicate checks - temp solution until we back the IO queue with an hashset
LifeStoryUpdate::UpdateTimeCategory now uses a 45s cached server building privilege
Added support for different cache duration in BaseEntity::GetBuildingPrivilege
Merge: from profiling_improvements
- Fixes ProfilerBinViewer to display all available threads and fix invalid callstack depth calculation
- Fixes a bug that would prevent json from being generated on busy servers
- Fixes a bug with timelines being very-slightly out of sync
- Optim/Bugfix to filter out all constructors from being profiled
Tests: a lot of exports in the edittor and a bit of forced "bad" cases
Bugfix: ServerProfiler - properly filter out constructors
- Due to a typo (missing .) it would never match constructors and never filter them out
Using release libs built from ec8c5522
Tests: snapshot in editor on Craggy - confirmed no contructors were recorded.
Bugfix: ServerProfiler - sync up non-main-thread timelines to main thread
Previously it was possible to have a small gap at the very start of the snapshot on non-main thread views.
Tests: exported a snapshot in the editor.
Bugfix: ServerProfiler - properly handle sheared callstack at the start of worker threads during export
This revealed that I have a bug with non-main thread timing (things are slightly offset). Will fix next.
Tests: injected data that was tripping up the export originally. Validated that it does trip up before fix, and now exports correctly after fix. Exported 10 snapshots in the editor - no failures, and all look correct.
Flame turrets now cache the dominating building privilege they're linked to
If they don't have any linked TC, we use a server cached GetNearestBuildingPrivilege
Also adjusted the trigger exclude layers accordingly
Added clothing to vertical slice loadout
Shotgun trap now uses server cached GetNearestBuildingPrivledge when not attached to a building
Skip trigger check if we can't fire
Set trigger Exclude Layers
Bugfix: ProfileBinViewer - fix callstack depth calculation
- Also replace RadioBoxGroup for threads with a Dropdown - turns out 50 threads radio buttons don't vertically fit my monitor. Who knew.
Hoping it's the same issue in the json exporter.
Tests: Opened a debug snapshot from official server.
slight shift in torch trans y entity position
Set IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity cache time