193,440 Commits over 4,079 Days - 1.98cph!
Vehicle fuel systems now trigger an immediate fuel check when fuel is added or removed
Fixes 1-2s delay on vehicles becoming usable after inserting fuel, should now be processed immediately
Conditional sync vars now force sending.
We use force here due to memory. onditionals could be added to the queue for specific values, and then by the time the queue processes it the value may have changed.
Invoking force prevents us from having to maintain a dictionary of values for every entity
Server -> Client Syncvars properly syncing up via a fixed repeating queue
Cancel repeating invoke on entity destroy
Bitmask setup as a uint - 32 sync vars max per class
Remove graphics.viewModelCamera convar, will be forced to true
Left all code in place in case we need to roll it back
Progress on weather fog levels.
add way to override weather profile with live editing support
Move FogMultiplier to WeatherPreset
Can press R to rotate floor and ceiling paper before placement
New deploy guide mesh
Disable OOB checks for Vectors/Angles
they use more complex networking, not flat floats
Throw a non halting Lua error when giving invalid types to SetNWVar
Throw a non halting Lua error when trying to read net msg past the end
Throw a non halting Lua error when hitting Lua file limit
So it appears in the problems menu, so the player can know that there is a problem and what it is.
Fixed leading spaces in console command not adding to the history
merge from coco_protection
Fix croc not being able to attack dpv, boogie board, kayak and rowboats
Fix croc trying to attack cars and shelters with no success
Floor. Additional placeholder building station prefab.
Fixed stray coco knight head and glove protections
fix for camera offset when deploying jungle ak viewmodel
Fixed train tunnel above ground / below ground rail connections not spawning due to the recent environment volume tweaks
Bugfix: fix missing callstacks
- Updated binary that contains the fix internally to 6440ec7 (still hardcoded to always capture callstacks) - was due to ABI missmatch
- Updated continuous profiler unit test to check for AllocsWithStack and a bit of the data set
- Partially updated ProfileExporter, and definitelly borked ProfilerBinViewer
Got updated overhead numbers - always capturing a callstack leads to 9micros per allocation cost(even though inflated due to tests adding 38 calls per alloc).
Tests: unit tests + perf test
Allow chatting while using a computer station
Fix chat immediately reopening sometimes (when in the computer station?)
Remove some allocations related to closing the chat input and input within dialogs
Triangle hull and wall test pieces.
Added wallpaper to all foundation and floor prefabs
Fix a server crash that wasn't merged properly from x86-64
CC/Tonemap system handles marked for deletion entities
CC/Tonemap system handles marked for deletion entities
Update: initial stack gathering support for allocs in Continuous mode
- using release libs based on d48bcf49, with hardcoded stack gathering for now
Somehow it's 15% faster than mono_get_last_method, which doesn't make sense - need to update the exporter to figure out what's being generated.
Tests: none
Profiling shows
Fixed bullet blood not playing on awake.
Fixed its missing material
Made warmup counts consistent between blood impact types. (35 for bullet, 5 for melee)
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Subtractive merge (120559 & 120558)
replaced the vine mesh with an updated version on viewmodel vine rig
High quality compression settings
Fixed a null ref caused by the indirect lighting diffuse texture being missing for the first frame of rendering the environment volume pass
Made waterworld for testing
Merge from indirect_lighting_fixes
Merge from indirect_lighting_fixes
Remade is broken icon
Old one was looking super low res with higher monitor resolutions