119,030 Commits over 4,018 Days - 1.23cph!
Added a timeout to the hopper item move process, if an item takes more than 5s to reach the hopper just snap it to the end
merge from fix_copy_paste_duplicate_entities -> main
Merge from crafting_update
Merge from crafting_update
Fix copy paste pooling bug that was saving pastes with 2x the entities
merge from ballista_mat_fix
Another attempt at fixing the ballista materials... recreated all the mat from scratch
Armor inserts now have material appropriate sounds.
Hopper power input is now named "Power In"
Disable rich text on the chicken coop, don't show chicken name on health bar (it's already on the popup widget)
Added the new modifier effects to the consumable panel
Fix plantpot soil renderer pointing to an asset in the project not the prefab.
Update bear pie description
Rotated all pie projectile visuals 90 degrees
Remove armor slots from burlap shirt.
Remove armor slots from hide pants (old test data)
Optim: Pool internal lists
- This is a breaking change - can no longer double call `ToJson` or `ToString` as we clean up resources during it
New version is 12k allocs at 4k records test vs 16k allocs. Still loosing on time, but hoping future serialization streaming changes will catch us up.
Tests: ran the unit tests
Enabled mipmaps on more icons (mixed bag of everything: vehicles, clothes, and dlc stuff)
Update: store type unions instead of strings as row cell
Right now this is a pessimization(-25% perf on 4k "Record" test) - we do more work to manage it, but it should open up more optim opportunities.
Tests: ran the now correct unit tests
Enabled mipmaps on recent new item icons we missed (wallpaper, new guns, IO)
Enabled mip maps on all the new food icons
merge from crafting_update
merge from crafting_update/visual_cooking
Cooking workbench:
Show oven fire effects when cooking pies or bread
Disabled 'only one user'
Put bread on top of the recipe list so its not in the middle of the pies
Bugfix: fixing unit tests
Rip. Missed the fact that unit tests were runnin on empty data. At least there weren't any issues with previous optims.
Tests: rajn the unit tests
Cooking wb oven ignite, extinguish and cooking sounds
Remove need for an intermediate data type when declaring fsms (previous commit didn't go through)
Restored mixing table VFXs
Remove need for an intermediate data type when declaring fsms
Cooking wb meats and effects pos
Meat pos tweaks
Particle setup, play and stop when the meat starts and stops cooking
Optim: avoid row allocations
Tests: ran unit tests
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Optim: get rid of small Column allocs
- also removed all private qualifiers
Tests: ran unit tests
Update: set out optim plans
- reuse string builder via pool
- Renamed TextTableOriginal to TextTableNew (otherwise I'll accidentally break the game before I mean it)
Tests: none, trivial changes