130,443 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Make a warning editor only to avoid tanking fps
                
                
                
                
             
         
        
            
            
            
                
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                merge from optimize_findbyid -> main
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added 2 new parameters to PortalRefract shader
* $PortalColorGradientDark and $PortalColorGradientLight
Added 2 new params to SpriteCard shader
* $AimAtCamera, $OrientationMatrix ($Orientation 2)
* $Orientation now supports modes 3 and 4
Ship a fixed version of `materials\nature\rockwall021b.vmt`
dod_control_point placeholder entity
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update -> deep_sea
                
                
                
                
             
         
        
            
            
            
                
                Replaced mesh cull with rendererLOD on casino barge decks
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                merge from fix_boat_drift -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                Add parenting to NPCSpawner and set it up for ghostships
                
                
                
                
             
         
        
            
            
            
                
                Shrink ValidBounds back to 8km * 8km (old size) and rely on ValidBounds checking the DeepSeaBounds separately (we already added it but were both increasing the size & checking if the entity was inside the deep sea)
                
                
                
                
             
         
        
            
            
            
                
                Fixed deep sea marker not extending to the end of the screen
                
                
                
                
             
         
        
            
            
            
                
                RPG7 - viewmodel and texture update
                
                
                
                
             
         
        
            
            
            
                
                Rust 12th Birthday Cake - Updated model asset, added textures and created subsurface profiles. Icon display updated.
                
                
                
                
             
         
        
            
            
            
                
                Fix players nearby being teleported into the water below when a boat is purchased at fishing village
For players to be "nudged" they now need to additionally intersect with a trigger instead of just being inside the nudge radius
S2P fishing villages
                
                
                
                
             
         
        
            
            
            
                
                merge from ui_overhead_optims
                
                
                
                
             
         
        
        
            
            
            
                
                Fix scientists walking through the container on ghostship_d
                
                
                
                
             
         
        
        
            
            
            
                
                Add large vehicle colliders to the outside of boat building area to prevent other boats entering when in edit mode.
Extra safety check for parent when destroying blocks/deployables in BBS menu option.
                
                
                
                
             
         
        
            
            
            
                
                - fixed deep sea default ocean values
- take shortest distance to shore when copying into overlapping data
                
                
                
                
             
         
        
            
            
            
                
                Fixed another issue with boat items not being placeable in certain situations.
Added option to Area/Sphere checks to ignore the forced large vehicle vicinity check.
                
                
                
                
             
         
        
        
            
            
            
                
                Casino remaining LODs 
CH47 static variant prefab 
Casino prefab fixes
                
                
                
                
             
         
        
            
            
            
                
                LoadingScreen toggles its soft mask
                
                
                
                
             
         
        
            
            
            
                
                DeathScreen toggles its canvas too
                
                
                
                
             
         
        
            
            
            
                
                exported latest rpg skin anims and rig
                
                
                
                
             
         
        
            
            
            
                
                Crafting, inventory, contacts, conversation and clan screens toggle their canvas when hidden
Saves an extra ~0.05ms per frame
                
                
                
                
             
         
        
            
            
            
                
                Buildfix: add missing namespace using
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                Merge: from analytics_track_menu_times
- Client analytics now aggregates frametimes, lag spikes and gc events into InGame, MainMenu, Inventory, Crafting, Contacts and Map groups
- Skip sending lag spikes and gc counts if there were none during performance logging tick
Tests: observerd client_perf analytics ticks in editor with debug code
                
                
                
                
             
         
        
            
            
            
                
                Clean: remove unused namespace using
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                Add bulk texture importing, to quickly load a skin within the workshop scene
                
                
                
                
             
         
        
            
            
            
                
                Clean: remove debug logging
Tests: compiles in editor
                
                
                
                
             
         
        
            
            
            
                
                Optim: don't emmit lag spikes and gc counts if there weren't any during analytics ticks
Tests: observed couple client_perf ticks in editor
                
                
                
                
             
         
        
            
            
            
                
                Set some texts as non static in the server browser
Restore the text caching in UI_Page, but only for non static texts
                
                
                
                
             
         
        
            
            
            
                
                Fixed soft masks still wasting time masking when their root canvas is toggled
                
                
                
                
             
         
        
            
            
            
                
                Merge from anchor_sockets
                
                
                
                
             
         
        
            
            
            
                
                Using sight and flip pitch support for the rear turret
Lets the rear sight skip by the ballistics check
                
                
                
                
             
         
        
            
            
            
                
                Final tweaks and usability
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: no more use-after-free for Frametimes
- also reimplemented the fix from previous CL, as it was part of the problem
Tests: in editor spawned on craggy and opened main menu for multiple client analytics ticks - no more exceptions
                
                
                
                
             
         
        
            
            
            
                
                Disable overlay canvas when the menu is not visible
                
                
                
                
             
         
        
            
            
            
                
                Commented UIExtraCallbacks, not used as UI particles aren't working in builds
                
                
                
                
             
         
        
            
            
            
                
                Disable the loading spinner gameobject in the home hero modal when its hidden, was causing canvas rebuilds
                
                
                
                
             
         
        
            
            
            
                
                Update: Client Analytics - categorize client frametimes, gc_count and lagspikes
- Bugfixing leaking a couple List<TimeSpan> containers
We now filter those out to InGame, MainMenu, Inventory, Crafting, Contacts and Map frame types and aggregate per type. Everything apart from InGame aggregates slightly reduced info set. New analytics is backwards compatible.
Tests: left it running with debug logging. relevant info seems to come through. There's a bug with use-after-free of List<TimeSpan> - will fix next