122,049 Commits over 4,048 Days - 1.26cph!
Added more test floor wallpapers
Added TOD based density attenuation
Optimisation on jungle concrete walkways (LOD3 bake pending)
merge from phraseupdate_improvements
Include Microsoft.CodeAnalysis
Initial Source Generator setup
Optim: PrefabPreProcess.FindComponents is now using GetComponentsInChildren
With profiler, this ended up 2x faster than old way (lighthouse monument goes from 96ms to 46ms)
Tests: used old code inline to validate outputs of new code
Can now cancel the phrase update process
Improved the loading bar info, giving more context
Cleanup
Server browser, sidebar and start of table
merge from selectionhistory_improvements
Can drag and drop entries
fix reversed noise channel order
Right clicking an entry only pings it and doesn’t select it
Give queue back to the pool if its empty (after sending)
merge from selectionhistory_improvements
Selection history window:
- Added a setting to the to enable/disable duplicate entries
- Added a search bar
- Some optims
Fixed bitmask read using too small a bit count
Remove client -> server syncvars
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Optim: PrefabPreProcess - replace GetComponent with TryGetComponent
Those are cheaper since they do less allocations and text formatting. Saves ~35s (but new flow is still slower).
Tests: ran procgen with early out
Update: Merge prefab loading and preprocessing to run concurrently
Surprisingly leads to worse timings than them being separate (120s prev CL vs 144s new). Might be overhead from doing a single prefab per frame
Tests: ran procgen with early out
Update: move prefab processing to WorldSetup
Tests: ran procgen with early out
Update: Prefab<T> gains a convenience (Prefab, T) constructor
Tests: compiles
merge from jungle_dlc/jungle_storage_skin_fix/jungle_barrel_storage_corpse_gibs/
Re applied main changes on wicker and bamboo barrel corpses
CanSeeWallpaperSocket is now using alternative LOS checks
Fixes some issues when trying to pickup and reskin wallpapers
Use terrain normal map instead of deriving from the height map for better quality on steep edges, more accurate grass distance based cell count calculation
Recompute cells when texture mipmap limit is changed, fix underwater foliage by calculating min max heights in cells, and improve debug view.
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merge from networkcache_ownerid_fix
By default, entities won't use the network cache when networking their owner info
- Fixes drone owners not being able to set their ID
- Fixes signs being inaccessible to their owner when locked
Update: Merging asset loading flows together
- still editor only + debug code to early out
- still slow (there's a number of issues left to resolve)
Discovered that mixing Sync + Async loads causes an integration queue flush(big stall for us). This'll be a tricky problem to address, since SoundDefinition (and I presume others) load assets as part of OnValidate
Tests: procgen in editor
- randomize weather noise offsets for variety
- respect render scale/dlss scaling
- sun and ambient improvements
`debug.spawn_all_deployables` command - spawns one of every deployable in a grid (sometimes useful for testing)
Additional LOS check pos for wallpaper constructions, fixes all the various line of sight blocked issues when placing down wallpaper
Update: hooking up gameobject spawning to async load logic
- Contains a bunch of testing code used for profiling, will clean up in next update
Needs a bit of rework to ensure both the orignal flow and new flow can work together.
Tests: ran procgen
Bugfix: fix out of bounds access during prefab shuffling
Tests: ran procgen, no exceptions
Added support for all shadow cascades and added a fixed step size to reduce distant artifacts