192,987 Commits over 4,049 Days - 1.99cph!
Update: more profiling exclusions
- Don't track NetRead and NetWrite
- Dont' track Facepunch.System's containers (including pooling), StringPool and ArrayPool
- Don't track EntityRef
- Don't track all Enumerators (previously only Facepunch's was excluded)
- Don't track all GetHashCode
- Don't track TimeWarning (debug-only calls, but can be frequent)
Tests: Took a snapshot of default procgen map in Editor(Client+Server), confirmed about 13% reduction in uncompressed json size.
Tweaked horse player collider height
Merge: from main
Tests: none
Update: DemoServer - ripping out fixed timestep logic
After experimenting with slowing down playback to bellow play speed, it did reduce the number of violations, but timing inconsistency between demo playback and server simulation leads to more issues.
Tests: none, simple change
Prevent scientist from going back to patrolling like nothing happened when they know a threat is nearby
Remove manual call to hurt in scientist as it's now a method of entityComponent
When hit, automatically update the offender's position
Trumpet tree temp billboards
Merge from presets_editor/quality
Forward the Hurt call from entity to entityComponent
Enable grass displacement by default in all preset levels
Bunch of preset/defaults tweaks for more consistency with previous settings.
- Ballista Gibs missing material fix
Re-add shadows quality slider (removed by mistake previously).
Include shadow quality slider in presets and defaults.
merge from viewmodel_camera_clipping
merge from gingerbread_building_skin_fix
merge from Medieval_Barricade_Unique_Desc
merge from Medieval_Barricade
Shadow cascades preset tweak
Updated knight items to not overlap ids with lunar new year content
Manifest update, seems to resolve triangle floor hatch issue locally
Deleted the combined reload clip for crossbow
Made a new one from the fbx with custom start/end frames
Fixes CompareApproximately errors when loading the crossbow/building the manifest
Manually remove broken transitions from the vm crossbow anim controller, stops missing PPtr errors
Merge from steamworks_161 (updated other dlls)
Other files pulled from steam, if that even works
Fixed a bunch of issues with chassis visual on siege weapons, causing them to run twice in some cases
And to never shut off when stationary
Updated steam_api for server which is in a different path for some reason
Subtract
110734, needs more investigation
Orientation fuckaroo & fx offsets
Add a Model component to all siege weapons, should now generate the required strings to stop StringPool warnings
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Various high explosive stuff
Fixed battering ram door server gib missing material
Battering ram can now damage the Vehicle and Deployed layers
When hitting a vehicle, add some forces and show the vehicle collision effect
Did a bit of refactoring to have a generic method that returns a BaseVehicle collision effect
Fixed spears getting offset in hands when attacking while holding a shield