137,311 Commits over 4,474 Days - 1.28cph!
Fix sample radius being insufficient to check if player is on navmesh
Fix leftover comment and stale dll
Optim: reduce GC impact by reducing how many segments we trash
This forces serialization at the point of segment exhaustion. Need to see if I can setup some sort of recycling to reduce busy spinning
Tests: ran AllocDeallocMTShortLived(32, false), no more GC reports
Bugfix(tests): fix 2 pooling tests having bad setup after Spillage tests
These tests rely on explicit sizes/counters, so were randomly failing
Tests: ran all PoolTests unit tests
WIP: new avatar masks
new top bar
Improve workflow for setting which colliders are enabled and which collider meshes to use at different destruction stages
Fix preview mesh destruction stage and LOD slider not retaining its currently displayed stage/LOD
game_room_dlc -> new_pool_ui
Fixed pedestal view button not resetting correctly when toggling it, then reopening the sculpture editor
Remove unused ignite and extinguish effect animation event from the industrial torch anim, to fix warning
WTP sign for the water inlet puzzle
Added the DarBoardReticule shader
pooltable
- updated guide model to match wide deploy bounds
pooltable
- adjusted wide deploy volume to prevent getting stuck when dismount on short side
pooltable
- added corner floor guides to help with placement inside bases
set up viewmodel renderer
removed unused model prefab
new rock sculpture model and temp ao/normal textures. scale broken
Update: add a bunch of perf counters to try to track down the spike source
- slightly amend Enqueue to help progress swap before creating a new segment if it failed
The spikes are from GC collection events, likely triggered by excessive trashing of segments(after 10 runs - 106 created, 97 trashed)
Tests: ran AllocDeallocMTShortLived(32, false) perf test
merge from uibindings_nre_fix
Fix attempt for the UI bindings NRE spam
jukebox
- added gibs
- updated material and prefab
Dismount the player from the pooltable if theres no ground beneath them
pool: add more profiling everywhere
Offline screen finished.
Removed some now dead UI code.
Bar Wallpapers - fixes and renames
assigned concrete physics mat to block
R/W satellite_crashed_col
merge from crafting_stall_fix
fixed clipping issues with barstool mounts
Fixed the 1s client stall when opening the crafting menu for the first time
We now warmup the steam item definitions when they load, so the first ItemDefinition.skins2 call hits cached properties instead of doing thousands of cold native Steamworks calls
(caused by the PlayerBlueprints.HasUnlocked recent optims)
Added heavy fuse spawn to crate_normal and crate_normal2
Removed spawns from LootSpawn.RadTown1 and LootSpawn.RadTown2.
updated the pipe_hole mesh to be shaped more like junkpiles mounds
back from trip, big merge from main
fixed gas station interior LOD1 borked material assignment underground
Livestok animals now flee if a loud noise like a gunshot is heard nearby
Another heavy fuse loot table pass