110,877 Commits over 3,897 Days - 1.19cph!
Converted Screen sub options UI to a prefab.
More UI setup.
Standardised caps and formating across all graphics options.
Clean: remove unused "Profile.cs" script
Tests: made sure ditor compiles
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Update: don't annotate UnityEngine.CoreModule funcs
It has a lot of small functions, so it inflates the profile by quite a bit as well as adds overhead to small loops.
Tests: tested in editor on Craggy
Cant push the siegetower if you are on a drawbridge
Update: Reduce default frame count for perf snapshot to 4
Going to max(10) by default is too much - on a 150 pop release server that tried to produce 3.5GB json snapshot. I'm expecting 4 to give us a 1 GB profile
Tests: took a snapshot on Craggy in editor - it took 4 frames
Update: Reduce main buffer relocations when processing generating json snapshot
- Also report total marks instead of max to allow predicting how big the snapshot is in case of failure
Will help with reducing GC activity on the server, hopefully also reducing the generation time.
Tests: locally on Craggy in editor took a couple snapshots - no issues
Siegetower drawbridges parent and unparent parents if they are on the drawbridges when opened/closed
Merge from indirect instancing
Indirect instancing fixes:
- Fixed shader compilation error (again)
- Fixed infinite loop condition causing application freeze
- Fixed colour buffer not being applied due to wrong type causing black building parts
- Fixed non-optimized instance buffer updates
- Fixed off-by-one bug preventing the very first building part from being rendered
- Fixed NullReferenceException when attempting to remove a renderer without a material
demo implementation of sculpting in painting dialogue
- hacky and dirty as hell right now, but enough to try it
Fixed A Bug With The Medieval Metal Double Door Frame Allowing Players To Look Through The Sides
Game Manifest Build and Update For Medieval Metal Door Frame
Various horse client/server optims
mini crossbow viewmodel animations updated
Fixed door not being deployable on the Siegetower
Ballista Texture Update
LOD0 Update
Resolved duplicate bone names on draw bridge 1/2/3
Reduced TAA history sample's Catmull-Rom filtering to 5 taps instead of 9
Bunch more options UI layout
Horse:
Tweaked force reduction based on slope angle
Reduced rider damage when ragdolling
Increased leg animator culling distance
Merge: from main
Tests: none
Submitting battering ram hardware rig
jungle_ruins_c iteration2
merge from indirect_instancing
Fixed missing namespace error in server build
- Fixed wildly inflacted Vending Machine Anayltics when buing multiple purchases
- Fixed new vending stats also inflating when buying multiple purchases
Battering ram
- Added new driving pose
- Added battering ram sit mountpose enum
- Added pose to player controller
- Set to use new pose in seat prefab
adjusted gui slider values
adding the surface type mat for gibs
merge from server_baseplayer_optim
merge from player_catapulting
merge from create_asset_menu
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merge from scrap_exchange_dynamic_pricing
fixed ore spawns and some tree spawns on tutorial island being off after the cliff update, also fixed a terrain gap with a cliff.
Prevent scientists from shooting when they are sprinting
After they sprint, if their target is not directly in front of them, they will need some time to aim at their target again
Make killscientists command also kill new scientists
Fix scientist appearing on server but not client (had to redo DoPrepare and rebuild manifests after changing folder)
fixed terrain blend map for Lake_a
Re-implemented player catapulting
Update spawns in desert mil base dwellings
/main/indirect_instancing:
battering ram - updated ik hand targets
Bake covers for mil desert base
merge from /indirect_instancing
Check if there is an instance of the indirect instancing component because apparently it's possible that we add/remove instances when there isn't an active camera.