142,290 Commits over 4,413 Days - 1.34cph!
- Temp fix the electric furnace skin rendering in twitch drops
- Get the workshop render to spill the beans when something doesn't work
cleanup rocket splash scenario prefab properly
Restore checking for playermodel persist anim next frame, current frame is too early for the animator states to have been updated
Adjust clear playermodel anims to be slightly before the end of the bandage and syringe anims as they weren't being invoked at the very end
A, B, C lighting prefabs.
Layer stuff for remaining interior shells.
Scene backup.
Removed backfaces from apartment comples b entrance
Updated the check for NVIDIA Reflex to be based on the support for DLSS, as the Reflex support check currently always returns null even for supported hardware, and the DLSS support query should cover the necessary hardware checks
Fix skinnable matching accidentally including null EntityPrefab matches (base barrel and base shelf)
HeldEntity sends RPC to client notifying it is going to be destroyed because its item has been spent. Use that to determine if we should persist the animation or not
Fixes the animations persisting on syringes and bandages when they shouldn't be
Added shadow caching back to the experimental options tab in the MenuUI2_Settings prefab
main -> twitchdropsrenderer
Fix an NRE that occurs when because two skinnables were referencing the same entity prefab that had redirects to point at the same prefab
Fixed some issues with spot lights not rendering correctly with shadow caching enabled
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merge from computer_io_no_passthrough
merge from useLegacyWorkbenchInteraction_fix2
merge from mortar_prototype
merge fom deployable_snapping_fixes_4
Add TerrainHole options to TerrainMeta inspector for rendering holes in editor mode
Remove old TerrainHoleRenderer inspector
Fix probe terrain holes again
Change hole rendering order to before viewmodel to avoid depth stencil conflicts
Move cylinder hole primitive pivot point to bottom
Add TerrainAlphaScanner tool to automatically find modified terrain alpha and add new hole system with best guess shape
Integrate TerrainHoleRenderer into TerrainMeta which automatically swaps to geoclip terrain when in use (in editor)
Fix terrain not using HoleMap during probe/cubemap renders
Fix server.useLegacyWorkbenchInteraction always opening worbench upgrade panel
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Expose options for recyclers to turn off without an online powergrid and have different efficiency/duration stats with an online powergrid
Update recycler loot panel UI to pull from current stats to populate the text field, also optimise its update method
restrict some client functions to only work for the mounted player
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Add pocket support (which deletes the ball on contact)
WIP on networked darts for 3rd person clients,
manifest + codegen
Clean: store buffer[pos] accesses in a variable
Just for easier code reading
Tests: ran unit tests
Clean(editor): get rid of Pool.UseSafetyChecks flag
- lock-free Pool can't ensure associated hashset consistency, so we can't use that anymore
- checking for null on Take call doesn't seem to make sense since awhile back
Tests: ran tests. StressTestMT doens't sporadically fail anymore
Optim: couple micro optims
- rewrite a couple branches into branchless logic
- inlined IsTurnTicketSameIgnoreProgress
- got rid of module via use of MADD
- added extra comments for explaining what's going on
AllocDeallocST: 2.82 -> 2.77ms for 10k allocs. Tiny, but every bit helps
Tests: ran unit and perf tests
Move command to new .cs file
Whoops added the "Create Centered Parent" into the ugui package instead of our other MenuItem scripts
Update large apartment with new positions
Fix the large apartment prefabs centering
exported edited 3p run anims for holdtypes starting with an E to H
Use Application.installPath instead of Path.GetFullPath when downloading map files
Use full path when loading workshop bundles
Add "Create Centered Parent" GameObject menu item to fix off-center apartment children renders
- built-in unity button was creating every empty parent at 0,0,0 of the parent apartment and using local position
Added a gaussian blur to the EVSM shadows as part of the shadow caching process to improve the filtering
Update: replace member variables with cacheline sized counterparts
Didn't see any notable change in perf tests, but wouldn't hurt
Tests: ran tests
Better error log when ItemName is set wrong in ApprovedSkinInfo