110,875 Commits over 3,897 Days - 1.19cph!
merge from fix_copy_paste_admin_ddraw -> main
Fix pos1 & pos2 not requiring admin perms
- provides no benefit, just ddraws a box in 3d space
setup detail layer for damage on ram materials
merge from fix_io_handle_flickering -> main
merge from fix_copy_paste_conditions -> main
Fix copy paste not updating conditional models (like roofs)
Fix Timer (and other IO entities) flickering while looking at the IO port with a wire tool
- could also kick you for RPC per second
Reverse fresnel stuff for Dayaan
New: Editor viewer for binary profile snapshots
- Very rudimentary, needs more work
- Also added how many marks there are in a thread profile for binary snapshot export
Reveals that I have a bug in binary exporter - looks like I double up the threads somewhere.
Tests: opened a snapshot from the editor in the tool
- Attempts to fix parenting on drawbridges
- Wheel LOD fix
t1 smg viewmodel - Fixed left arm causing camera clipping issues when wearing some hazmats
- Ballista Gibs and material changes
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Fixed side areas on constructable tower
Setup Siege Tower LODs 0-3
Update: Exposing binary exporter
- Added missing features from ServerProfiler.Core
- Can be triggered via profile.perfsnapshot last argument
I need it to be able to investigate and fix hard-to-reproduce issues - hopefully it'll speed up the workflow.
Tests: in Editor on craggy took a binary snapshot - it exported succesfully
Fixed some broken prevent building colliders
- Improved the siege tower collisions on stage changes
- Removed invisible doorway colliders on constructable stages
Bugfix: don't access invalid memory when exporting Linux snapshot
Same GCC vs MSVC issue in the native libs, but this time on Managed side (since I have a copy of these structs for name resolving purposes).
Tests: Built a linux server, ran it on WSL and triggered a snapshot - it generated. But periodically select frames export incorrectly, investigating further
merge from garage_door_collider_optim
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Added a combined "Clean and Generate" Codegen option that seems to work (fixed a bunch of issues with it, but still testing)
added ClientIOLineParentClampedBounds to manage IO points on garage doors
- actual collider parent movement doesn't match the visuals, so we define a local bounds (re-mapped to OBB on awake) that the points are clamped to be within
3p mini corssbow anims updated
split vm mini crossbow reload anim into 3 parts and removed skinned mesh arrows from its rig
gibs import settings change
Bugfix: new ServerProfiler.Core dynamic libs
- Fixes Linux exporting symbols with name mangling
- Fixes GCC vs MSVC struct packing inconsistency, causing Linux server to crash when instrumenting functions
Tests: DLL tested in editor on Craggy, SO tested in WSL standalone server (snapshot export fails though)
sanity editor script to find doors using ClosedColliderRoots (only the garage doors are)
separated closed collider flags on garage door into mutually exclusive closed and busy collider sets - should significantly reduce the number of active colliders in a sealed base
Fixed network updates, for example from parenting changes, interfering with smooth movement for entities that are currently lerping
Removed Jarryd's interpolator SnapToEnd demo workaround
Ensured constructable entities update state on the serverside as well as the clientside
Textures and materials for build stages.
Added collider to the little overhang roof beside the window
Flip tower orientation whilst placing so it looks away from you
Add some randomness to the scientist peek timings
Fixed broken constructable entity reference
- Fixed broken guide mesh
- Fixed offset guide mesh deploy location
Fixed broken colliders and positions on siege tower constructable stages
Material Update in constructable prefab
merge from f1grenadeskinfix
Merge from indirect_instancing (and main)
Load IndirectInstancing component in MainCamera.cs to avoid merge conflicts.