138,596 Commits over 4,474 Days - 1.29cph!
Cleanup spline movement a bit
Pooltable:
- Groundwatch fixes
- Various layer/setup fixes
- Rotation fixes
masterkey prefab set up WIP
-viewmodel with animator
-worldmodel prefab setup
- placeholder icon
- entity setup
- item setup (using keycard)
- 3p override controller
- placeholder viewmodel anims
Hackable crates correctly saveload their state (timer progress, whether its been looted, etc.)
Some cleanup on the script
Pooltable:
- Remade all colliders as primitives
- Better deploy and prevent build volumes
Creating avatar for keys rig
Adding keys world model rig
New events to cover basic clan usage and to reduce allocations in apartment events.
fixed hardcoded data bounds in admin view
Fix pooltabel groundwatch not working
Fixed escape opening the menu when having the pie menu open
Added UIEscapeCapture which now cleanly handles escape closing events for the pie menu in instances where the pie remains open after releasing keys (eg. when using `input.radial_menu_mode 1`)
merge from console_optims
Fixed pasting a large string in the console input field being slow
ConsoleTMPInputField handles pasting itself by processing everything in one go
Added `espcanvas.nameplateautosize_falloff` (defaults to 50)
merge from bootstrap_optims
Fixed skin viewer trying to load prefabs from the prefab asset scene when its not loaded yet
Added a safeguard in GUIDToObject, any request from a non loaded asset scene won't cache the null miss
Update: rewrite ToStreamForNetwork to be thread safe
- EntityMemoryStreamPool is now a concurrent queue
Now, theoretically, we just throw it at threads and drink champagne
Tests: craggy, built a base and checked decay timer
Update: initialize every SaveInfo with ThreadSafeTime.TakeSnapshot
- also removed some jobs 2 code I missed previously
Tests: on craggy rode a horse, built a base, checked decay timer was updating as I added/removed resources
Deploy animation added to pool set
updated sculpting menu items
Bugfix: avoid multiple BuildingPrivilege.CalculateProtectedMinutes calls in a frame for 1 entity
Atomic latch wasn't correctly checking if it was updating from an old value only, so we could CompareExchange(1,1,1) and pass
Tests: none
merge from menuwarmup_editor_optims
assign new pedestal for gui
Added PrefabInformation to Satellite.entity for death screen. Setup name, no icon to use yet.
Merge from satellite_crash
Fixed home's hero video init issue when using no menu warmup mode
Added Disable Game UI editor pref, disables the game ui (don't need it sometimes when working on main menu stuff)
Saves around a sec
reduced block size to fit pedestal better
Merge from playermaintainedmonuments
Added Disable Dev Tools Warmup editor pref, skips the dev tools tabs warmup until first opened
Saves ~0.3s when entering playmode
Disable menu ui warmup editor pref now skips instantiation of the menu pages completely, they get created on first navigation instead
Saves ~2.5 seconds when entering playmode, without disabling the menu ui completely (at the expense of stalls when opening the menu tabs for the first time)
world model for masterkey, LODs and collision
Adding master key viewmodel rig
Merge from reyclebin_storage
Pool table view model turn animation updates + adding extra idle poses and stepping anims
Removed the shader level setting under the graphics settings as it is no longer in use