110,898 Commits over 3,897 Days - 1.19cph!
Switched siege tower detailed colliders to use the vehicle large layer
Added construction component
Added deploy volume to wooden ladders to exclude siege towers
Update: adding extra logging and sanity checking when exporting a profile snapshot
For some reason one of frames from standalone gets borked - hoping this'll help track it down.
Tests: exported craggy in editor
- Fixed issue causing effects to spawn inside siege tower
- Removed left over mesh renderers
- Renamed some colliders
Update: Gather GC.Collect activity into perf snapshot
- Avoid thread id checks reaching to mono runtime to resolve it, as it's unsafe during GC.Collect
Tests: did a 6k standalone perf snapshot, but didn't catch a collection event. Forced one in editor on 3rd frame, confirmed visible in perfetto.
Further changes to new siege tower model:
- Setup 50%~ of the detail colliders
- Fixed wheel orientation
- Added catapult wheels to the tower
Added wallpaper analytics
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Moed ladders to be compatable with new siege tower model
Fixed disabled quantity text for repair bench ingredients when the quantity is 1
Fixed research table lootpanel showing incorrect phrase for broken items
Also fixed truncated texts in some languages
Cutting the power of a broadcasting RF broadcaster will now stop its signal
added playground.sculptures test scene with its own filestorage db to store the sculpture data
server handles decoding saved sculptures from disk properly
made server file storage a convar - default behaviour retained
Added ballista MountPose blend tree
Player model now walks left and right when steering the ballista
Set some initial placeholder preset values for all four presets (mostly just to stop it crashing)
Update: export Allocs as process-wide events
This puts them on a separate track, making it easier to spot them.
Tests: checked craggy snapshot in perfetto
Clean: removing some unnecessary sanitization logic
One of recent updates now guarantees storage is enough to house all snapshot data
Tests: loaded craggy snapshot in perfetto - no missing names/allocs, no asserts
Added all new options to preset list
Update: export Alloc events to json snapshot
They get a bit lost in the sea of all other instantaneous events, so will need to somehow improve this
Tests: loaded craggy snapshot in perfetto
Fixed catapult reloading progress bar staying on screen
Update: record GC alloc events in the snapshot
Currently don't emit them in the json, but that'll be the next thing
Tests: took a perf snapshot on craggy
added playground.sculputres.sav TestSave
- grid of some differently carved sculptures for material testing
merge from ai_wolf_iteration
Fix fire not scaring wolves when the player is standing on top of a tall object
They will now approach very slowly, flee as soon as the player swings their torch, and flee after jumping if fire is still lit
Cancel wolf jump when player goes down the tall object before the wolf arrives
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merge from frankenstein_shelterraid_fix
merge from gesture_menu_nre_fix
merge from rps_disconnect_fix
merge from ai_wolf_iteration
Smoke grenade mat to match the ammo icon.
Smoke grenade improvements.
Add metallic map to detail layer on standard shaders
Fixed DofExposer not finding the post volume when added at run time
Fixed some skin ID issues
Merge from main/hazmat plushy
Can now test items in the store that haven't been uploaded yet