134,729 Commits over 4,293 Days - 1.31cph!
chicken coop LODs
coop hatch custom mesh collider
Tie sprinkler on/off state to consumption amount
Merge from fast_debug_draw
Fix for right forearm issue on eating pie animation
Fixed single plant pot pickup and repair pointing to large planter
merge from flameturret_optimisation
Fixed FlameJet.LateUpdate being called on idle flame turrets (saves ~0.45ms per frame for 60 idle turrets)
beehive LODs, gibs, guidemesh
Buildfix: if-def out editor only variable
Tests: build standalone server locally
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siegeweapons_terrain_proxy_fix -> main
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Added TerrainCollisionProxy to:
- Siege Tower
- Battering Ram
- Cataput
- Ballista
Should stop them floating at terrain holes
Update: adding missing comment about layerMask in batched CheckCapsule
Tests: none, trivial change
Fixed natural beehive not being hittable
Fix pooling error on Natural Hives
Restore old egress behaviour whilst fixing the issues causing the NRE
Bugfix: found another invalid scatter
Tests: none, will come next
Merge from cinematic_lod_convars
Bugfix: Fixing incorrect scatter logic in batched GetIgnore
Really need to cover this path with tests
Tests: none, will come next
merge from /cooking_workbench_fixes
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added editor tool to dump CoarseQueryGrid as an image (normalized R8)
- highlighted how much the train tunnels screw this optim
Clean: removing -Batch suffix from APIs
Doesn't really add any additional clarity, and makes the code a smidge shorter
Tests: editor compile
fixed cooking workbench ground watch
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Merge: from main
Tests: none
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Female large backpack for v4 rig
Merge: from profiling_improvements
Further reducing overhead by recording 25% less data overall (based on 350p release server snapshot)
Tests: Took a snapshot on Craggy in Editor
Update: ServerProfiler - Filter out ~25% of profiling scope by further removing tiny/cheap methods
- Using binaries built from f27f0281
There are some controversial changes:
* Filter out Newtonsoft.Json - we can't modify it's internals anyway
* Filter out setters (set_*) - overwhelming majority are cheap, but hides expensives ones. But we'll see the nested calls if there are any.
* Filter out IPooled callbacks - half of them are not implemented (usually LeavePool), and most fo them are cheap
There are bunch more, but not worth bringing up details.
Tests: on Craggy in editor
Merge: from main
Tests: none
Added ConVar.LOD.grid_refresh_budget, mapped to LODGrid.MaxMilliseconds
Updates made to the third person pie animations
merge from train_prevent_building
added preventbuild volumes to unloadable train wagons