138,660 Commits over 4,474 Days - 1.29cph!
- Fix not being able to duplicate scenes with puppets in it.
- Add countdown to shot director
- Show a preview of the dolly cam's current position in dolly edit mode
- Snap current time to a keyframe's time when editing a dolly node
- Add dof.debug to the demo options panel
- Fix color grading sliders
- Add a way to change the seed of any puppet.
- Show demo filename instead of just the name in the UI..
Merge from satellite_crash
merge from high_wall_upkeep -> main
Fix high walls that are connected to a building block without a TC not updating when the building block is destroyed
- update during decay if the TC is destroyed or doesn't match their existing building
- this could have happened with other deployables like shotgun traps but didn't really because it was only 1.5m range, not 16m range
Added "repeatlast" console command, bind to a key and it repeats the last console command you manually used.
Add "drawnearbybuildings <duration> <radius>" to show what building decay entities belong to
Add "forcedecaytick" to force every decay entity on the server to run it's decay tick (to see if walls will reconnect to a building when decay is ran)
Add ability to manually run decay ticks and bypass the "once per 10m limit"
Replaced text ztest tracing to use lineOfSight checking instead (less restrictive)
Better crate scattering rules.
Make nest hat a wolf headdress skin too
merge from airfield_maintainable_features
(has S2P for airfield, gas station, and wtp)
fix Gas Station, Airfield, and WTP maintainables to use generator.noreset.static prefab
S2P for all 3
manifest for generator.noreset.static prefab
merge from iteration_optims
Fixed crashing when using `ddraw.use_instancing_for_text 1`
Fix no domain reload and compile simulator toolbar buttons disappearing randomly for real this time
Fixed nre when main menu is disabled when entering playmode in a playable scene
ChargeUpIOEntity saves/loads charge to/from disk
Prevent divide by zero if the CraftAmount of a high wall blueprint is zero (don't think it's possible but best to be safe)
merge from iteration_optims
In editor, reuse preprocessed persistent prefab instances instead of instantiating them again. Only applies to big prefabs like GameUI, MenuUI2, EngineUI2 and SkinViewer2
Saves ~500ms when entering playmode on average
Fix compile error by making high_wall_upkeep replicated (even though I don't think it needs to be all the code using it can run on the client)
Fix sqrDistance still being calculated for high walls despite not being used
Reworked loot spawning so it spawns more loot into crates instead of spawning more crates.
Reworked loot spawning locations. Added some helper locations and improved spawn handling.
Debug rendering.
Switch high walls to look for oldest building block (like building priv works) instead of closest block
Train tunnels control and transport room progress
Move the hardcoded "16m radius" for GetNearestBuildingBlock() and the high wall specific "GetNearbyBuildingBlock" into a shared constant
merge from PlayerMaintainedMonuments
merge from gas_station_maintainables
fix gas station maintainables being able to picked up
merge from PlayerMaintainedMonuments
merge from main -> high_wall_upkeep
Add upkeep component to the legacy & ice high walls
merge from water_treatment_plant_maintainables
fixed water pipe spawning absolutely everywhere
improved water pipe terrain meshing
fixed water effects playing at all times
added convar for testing water pipes "watertreatmentswitchbroadcast.senddebugbroadcast <bool>"
manifest
Move the upkeep multiplier selector (building percentage vs high wall convar) upwards into BuildingPrivlidge.Upkeep.cs
- fixes deltaTime being overwritten by the convar instead of swapping the convar <-> "20% upkeep" shown in TC
merge from hasunlocked_optims
PlayerBlueprints.HasUnlocked optims: we now cache owned workshop skin items, avoiding full steam definition scans during UI refresh and craft validation, save 1s on LocalPlayer.HasUnlocked when entering playmode
Also saves time in client and server call when validating craft and unlocking
merge from iteration_optims
Set up all of the lunar new year animal masks as skins of the wolf headdress, so you can reskin between them
Update: Jobs 4 - intercept exceptions from SendAsSnapshot/ShouldNetworkTo and log once per task
- Also if ToStream threw, don't save the resulting buffer as a network cache, as that would poison everything
Instead of bubling them all up to the top like usual, handle locally by just skipping sending the data, and report error once to avoid filling console
Tests: booted into craggy with CCTV fix reverted, no more spam
Fix newly updated art highlighting a bug where remains take damage and get instantly destroyed on impact.
Optim: Implement parallel serialization in Jobs 4 mode
- fix CCTV_RC doing GetComponentInParent on an MT path, cache on init
- add server.ParallelNetworkQueueBatchSize, controls how many players end up being batched in a task. Higher number - less tasks
Offloading ShouldNetworkTo, serialization and sending all to worker threads. Main thread steals last task to run on main thread before spinning for other task completion.
Tests: booted craggy, gathered resources, build a base, rode ahorse, shot a gun, drove a car, heli, zipline, built a boat, used codelock
merge from automated_testing