130,584 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Set the battering ram door position sync to fixed update
Battering ram protobuf
 
                
                
                
                
                
             
         
        
            
            
            
                
                Wip battering ram head install system
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated t1 smg name
lowered max ammo capacity of Handmade SMG
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Make Alyx as sniper in episodes appear as Alyx in killfeed
Display a non halting error when teamID would not network correctly
Fixed crashes with missing physics objects
In bone followers and info_radial_link_controller
 
                
                
                
                
                
             
         
        
            
            
            
                
                siege tower bug fixes. added construction meshes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Emit all 10 frames of snapshot
- Also emitting UnityFrame as a CompleteEvent, so it's always visible in the profiler
- UnityFrames are now numbered
This produces a 160mb snapshot on Craggy (taken immediately after spawning), will need testing on larger worlds (and this is before proper labels)
Tests: opened snapshot in perfetto - saw all 10 frames
 
                
                
                
                
                
             
         
        
            
            
            
                
                sculpting progress
- corrected offset to align pivot to bottom of block
- basic carving, takes a small radius chunk out on-hit with piercing damage
- corrected mesh update to clear previous data correctly
- corrected physics mesh bake to assign collider back correctly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Synthesize missing OnEnter profiling marks
This restore the profile's structure
Test: opened snapshot in perfetto
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added GraphicsSettings convar factory.
Added commented out list of all Unity graphics quality setting variables ready to start adding as convars.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: first export of profiling snapshot
- Also filtering out System and System.Core from annotation (otherwise we produce too much data, even for 1 frame)
- Also added timestamp utility functions (as trace format requires micros)
Not super reliable - need to post-process gathered data to get rid of torn marks
Tests: opened trace in perfetto - although wonky, it's there
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                More checks to small rock formations 
Increased radiuses on all small rock formation checks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix wolves dying when stranded in an environment they don't like (eg seaside)
Fix wolves roaming too far from their territory, potentially straying from their pack
Halve wolf territory size
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Fixed weird starting health of doors
- Healing any door heals them all
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: minor improvements to ServerProfiler
- Added a smidge more debug to track the growth of per-frame lazy storage
- Added output of how long each frame took
Tests: ran the perfsnapshot command
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ensured main door isnt able to be picked up
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: add profile.perfsnapshot command
Currently just outputs gathered marks telemetry for sanity checking - will expand more once happy with results.
Tests: ran the command and confirmed output
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: more improvements and debug to ServerProfiler
- Added tracking of thread IDs
- Only gather main thread marks (have thread races in my lock-free approach, so delaying this till later)
- Add tracking of assemblies to which the method belongs
- Filter our mscorlib assembly from instrumenting
- rewrote code to use ref semantics
Still chasing why consecurtive snapshots seem to double-up in size on frames 2-10.
Tests: ran a bunch of profile snapshots (next frame) and looked at the output. It works but has above weird behavior.
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▋▆█▄█ ▉▆▅▌▍▄▋▌▅▆ ▇█▍▌ ▋ ▆▆▌▊▉▋▅▄ ▅█▅▍█ ▋▋ ▆▋▅▇▄▉█▋ ▉▅ ▄▅▄▉▊▊▉ ▇▋▅▉█▌▉ ▊▇▅▍█▋▄ ▇▅▇▄▉ ▆▊ ▋▆▋ █▇█▉▊ ▅▉ ▉▋▊ ▊▊▊▆ ▌▍▊▋▊██▇▋ ▄▊▄▋▉▅█▌ ▊█ ▇▄▅█▍▍▆ (▉█▊▄█)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Battering ram back door wheels logic
 
                
                
                
                
                
             
         
        
            
            
            
                
                Convert timestamps to double to prevent precision loss if the server runs for a long time
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix wolf being unable to switch target
 
                
                
                
                
                
             
         
        
            
            
            
                
                sculpture changes and cleanup
- controls for scaling and offset
- mesh collider has correct mesh assigned
- removed rpc for switching between native/managed (only native now)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix wolves not fleeing when hit from far away with molotov or fire arrows
 
                
                
                
                
                
             
         
        
            
            
            
                
                - █▋▄▉▍ ▄▌▅▇█▆█▊ ▌▌▌▇▉▉ ▅▊ ▆▋█▇▄▌ ▊▌▋▋▌▉ █▊▋▌ ▍▆▆▇▅▌▅▌ █▄▌▇▅▆▅▊ ▆▋▅ ▍▊▅▍▆▆ ▆▊▋ ▇ ▌▅▆▅ ▍█▆▆▌█ █▊ ▉▍ ▄▄▇▋█▊▅▇ ▋█▋▅▌▇ ▄▅▌ ▆██▉▍
- ▉▆▅▌▌▇█ ▆▋ ▇▄▆ ▍▆▌ █▅▅▆▉ █▌▇▌▉▍▆▊▊▅, ▆▅▇▄█▅ ▊▉ ▋▋▌ ▉▊█▅ ▊█▌▆▇▅▇▆ ▄▉ ▋▌▆▆▍▅▋▊ ▊▅▍▌▌▋ ▋▌ ▉▇█ ▊▌▆▌▊▍ █▇ █▆▍▍▌▆▉▋▆▇ ▆▌ ▊▄▍▍ ▇ ▅▋▊▄█▉▉▍▋▇
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                fixed cctv gibs not receiving proper materials
 
                
                
                
                
                
             
         
        
            
            
            
                
                Separated digger arm scoop to submesh
 
                
                
                
                
                
             
         
        
            
            
            
                
                assigned wooden shield viewmodel animator to improvised shield
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                ▉▋▅▌▇ ▆▆▊▆ ▆▋▅▍▄▍▆▆▍▄_▉▇▅▍_█▋▅▆▅▅▄█_▇▋▄
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▄██▊▌ ▇▌▅▅ ▌▍_▇▆▉▆_▉▋▇▄▅▆▌▋_▅▊▉█▉
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▉▅▋██ █▇▊▄ /█▆▉▉▍▉▍/▇▋▄▋▄▊▉/
 
                
                
                
                
                
             
         
        
            
            
            
                
                S2P cave_small_hard & cave_medium_hard - resolves oversized rock
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Icon quality improvements
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Target normal orientation implemented.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from qol_io_arrows -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix IO arrows casting shadows
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix the sound DLC "sound light entity" IO arrows appearing in the wrong place because the renderering component was attached to the MeshRenderer child Transform instead of the DeployableGuide parent Transform
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from main (for target normal align)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from qol_io_arrows -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from main (discard GameUI.HUD changes, will need to rebuild)