239,369 Commits over 3,837 Days - 2.60cph!
add system info to benchmark results
Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855
Hack to ensure damage effect comes up
Wrapped method resume will get async keyword when wrapped method has it
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Can now grab count of hackable counts on cargo
Cargo will now stay long enough for the last crate to be looted should it exist
Strip roman candle client gameobjects from server
Expand and expose SystemInfo
* add cpu and ram info to Hardware, expose to api
* Rename Hardware -> SystemInfo, add ProcessorCount
Merge branch 'master' into networked-model-physics
Merge main - fix conflicts
Merge main - fixed conflicts
Initial experiment with networked Model Physics
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Expand and expose SystemInfo
* add cpu and ram info to Hardware, expose to api
* Rename Hardware -> SystemInfo, add ProcessorCount
added decal layer ID 1,2,3 to terrain material
merge from terrain-decal-fix
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merge from coffin_storageadaptor_fix
Test branch for only interpolating transforms set in Fixed Update for Rigidbody, with backwards compatibility for Character Controller - but output warning when using CharacterController.Move within a Fixed Update context that it should be called within OnUpdate instead. This is all separate to networked transform interpolation which remains untouched.
merge from waterpurifier_guidemesh_fix
Test branch for only interpolating transforms set in Fixed Update for Rigidbody, with backwards compatibility for Character Controller - but output warning when using CharacterController.Move within a Fixed Update context that it should be called within OnUpdate instead. This is all separate to networked transform interpolation which remains untouched.
merge from fix_recycler_resource_remainder
merge from item_pickup_condense
merge from shelves_barrel_placement_fix
merge from icethrone_collision_fix
materials prep on masterhouse
Fov + Camerashake on perfect pedal
Legacy bow vm camera anim (copied from hunting bow)
Leaderboard backup, run #
11730
Don't allow the quick move conveyor path to operate on items with instance data, fixes plant genetics getting lost during conveyor process
Possible fix for team member UI displaying incorrect values when spectating
Fixed poker tester GUI layout errors when no game is in progress
Use Present() which also has logic to handle swapchain size changes for widgets than HandlePendingSwapChainResize()
Reapplying changes from map_perf_improvements, the merge for that branch was too messy so I'll just reapply the changes with the new vending machine UI in mind
The test scene for these changes is 4 clusters of 100 vending machines each, baseline takes 109ms with 3.1mb of GC to populate the map
Don't spawn the child vending machine icons for the cluster icons, they're not used anymore so this saves a huge amount of instantiations (saves 2.5mb of allocations and 91ms)
Convert the material params in MapView update into cached ints (saves 0.06ms every frame while map is open)
Add a Poolable component to the ShopMarker and Shop marker cluster
Fix the client side vending machine data not getting returned to the pool when a marker is populated
Converted the drone marketplace map view to spawn the child vending machine markers on demand rather than when the map is opened and closed
Final result: 6.56ms and 35.2kb of GC
Crude gestures source anim + projects files (from hackweek)
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Merge from main (right branch this time, lots of conflicts)