126,647 Commits over 4,109 Days - 1.28cph!
Applied the new ParticleSystemLightCull
Possibly fixed players not parenting to a shipping container properly if the container was stacked on top of another container
Break vine tree prefab link so we can clear out some old greybox assets
Set up vine tree 2 and 3 variants, added logic to stump to respawn the right tree type
Scrap Source Generator - Try IL Weaving instead
Print out "Blocked by tree" when building too close to a vine tree
Reduced the size of the prevent building volume on the vine tree, swap the main trunk one from a box to a capsule and shrink the upper box slightly
Fixed error if no valid camera
merge from hotreload_warning_fix
Moved hotreload scriptable setting in the Third Party folder so its ignored by the file warmup
Should fixed the missing script warning
SM_DisableHorseProceduralMotion missing script warning fix attempt
merge from inputfield_rtl_fix
Industrial conveyor filter supports RTL languages
Restored min max buffer input fields
Pass on digital clock, seismic sensor, mute player ui, phone dialler input fields
TextUtils::IsRTLInput optims
Fixed chicken name not being applied after edit
Debug: add logging of prefab path to track down server bundle NRE
Tests: update game manifest (optimized)
merge from inputfield_rtl_fix
Restored F1 item menu inputfield text alignment
Backout of CL
121065 - should reintroduce merge from prefab_process_optim
Tests: update game manifest (optimized)
Fixed digital clock inputfield content type
Merge: from main
Catching up assets to the point of failure (I hope?) - still trying to reproduce NRE during server bundle generation
merge from inputfield_rtl_fix
Fixed report player UI input fields
Fixed phone name input field
Fixed ChickenCoopStatusWidget.OnClickedEditName NRE (rtl inputfields regression)
merge from puzzlereset_door_fix
Fixed oil rig puzzle door never closing if the server restarted while the door was already open
Backout CL
121063 due to failing server bundle generation
Merge: from prefab_process_optim
- Optimizes component checks during Prefab Processing (speeds up Asset Warmup and monument spawning)
Tests: with temp old code that throws exceptions on result missmatch, ran Asset Warmup and ran Scene2Prefab on all large and xlarge monuments
First complete (but mostly broken) implementation of indirect instancing.
Split most classes into separate files for easier handling and less conflicts.
Regenerate console system
New token for pure health and ore teas
Merge from softcore_modifiers_fix
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also updated croc pie, will adjust its effect if/when it changes assuming it isnt canned
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Ensuring that the environment volume compute buffer exists before rendering to prevent transparent draw calls being ignored on macOS
Tests: perf test for FileSystem Warmup
Recent optims show prefab processing cost for entire server-warmup goes from 39s down to 4.5s (averages across 5 runs)
Tests: ran the perf test
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