125,070 Commits over 4,171 Days - 1.25cph!
Update: move TreeEntityEditor closer to Resource Editor folder
It was in a generic editor folder previously, and we have a specialized folder now
Tests: loaded up swamp_a monument and checked gizmos still draw
Optim: Replace TreeEntity.Update with a an editor-only renderer
- Handled by an EditorTool(work in progress, doesn't track all changes to the scene)
This wins back 16ms on a 6k world in editor.
Tests: Loaded swamp_a scene from a cold start, was able to see trees. Started 6k procgen map, fps was better.
re-created v3 anim folder, taking existing .meta & retaining clips, all anims now using v3 avatar
Merge from copypaste -> main
Cleanup & rename kill -> killbox (so it doesn't overlap with normal kill command)
Add ability to undo pastes with `undopaste` command
- only kills entiites you pasted (if you want to redo a paste, just paste it again manually)
second noise layer for coverage
Allow pasting directly from name
- `paste cars1` will load "cars1" and paste it while persisting current clipboard
Filter entities when pasting instead of copying (allows you to change filters after copying a single time)
- change convars from "copy_npcs" to "paste_npcs"
- filter entities that have no parent when pasting
- add option to filter vehicles
Client trigger, art root setup.
Initial basic facing nearest player logic.
setup admire anim for metal shield
Snakes can now reposition after striking.
Added variables and convars for reposition chance, min/max radius and multipliers.
Merge: from main
Tests: none
Merge: from requesttrees_spike
This reduces overhead of streaming grid cells of tree impostors from 3.5m to 1m on a 4.5k server.
Tests: 2 editors(1 server, 1 client) in same session - streamed no changes, removed 1 tree then re-streamed, and streamed with disabled lazy serialization
merge from kayak_perf_fix
Merge: from main
Tests: none
merge from oases_topology_fixes
merge from voice_chat_cctv
merge from nuking_old_cliffs_in monuments
Iterating.
Large wall variant.
Add refresh button to the top of the era editor to refresh all items
- used if you change prefabs without using GUI
Don't show redirect items in era editor window
When checking if a redirect's era, use the redirects era
Set 600/1000 items to a sensible default era
Fix assets not being marked as dirty and not saving after being assigned an era (ask me how I know)
Finished era editor window
- tons of fixes to make it actually work
- show orange as background when item is unassigned to an era
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Remove 'radioactivity changed' editor log
radioactive_changed_removal -> main
Ensured correct connection is put in sphere should the secondary connections be close enough to other players
Mods for surface mounted explosions.
Adding new v3 anim folder to playerUpdate branch
Merge from analytics_add_persistent_work_queue
Add persistent object work queue to analytics in the same way as object work queue
Also makes persistent object work queue more consistent with object work queue (TimeSpan instead of double, same member names, non generic parent)
Cache and pass the Remote Control Entity position into GetSecondaryConnectionsWithin
report_copy_steamid -> main
Added copy button to F7 report menu. Allows you to copy SteamID of player you are going to report
The wolf can now lie down or scratch its ears instead of just standing still
Optim: Avoid expensive reserializations when trees de-/spawn
- Controlled by TreeManager.UseLazySerialization, enabled by default
- Tracked by LazyUpdate scopes
- Simplifies some profiling scope names
- Added OnTreeDestroyed profiling scope
This should save us 0.25ms per cell reserialization on larger worlds.
Tests: local multiplayer session, connected, destroyed a tree, reconnected. Confirmed tree impostor wasn't there and profiling scopes showed lazy serialization. Disabled lazy serialization and reconnected - still good and no spikes in profiler on chopping down trees.
Battering ram constructable prefab and item setup
Fixed missing animator