134,995 Commits over 4,293 Days - 1.31cph!
Picture frames - fixed scrap frame materials and updated paintable textures
Switched server to custom build 2022.3.41x1
Final'ish, sans shore fog code fix.
created paintball gun 3p jog and run anims and assigned to holdtype controller
Salvaged Cleaver weapon refresh animation polish pass
merge from indirect_instancing
* Tuned execution order to avoid waiting for jobs the main thread.
* Split TransformApplyJob into TransformGatherJob that only extracts matrices to reduce any locks we might place on transform data.
* Added a ton more instrumentation to the CrudeProfiler to get more live information about Indirect Instancing, Debug Draw and also some global timings.
* Made certain expensive debug features toggleable.
* The debug overlay can now render “µ”.
Icon manifest updated, localization updated
scrap box adjusted box script type to display, added panel title, attached anchors
metal box added icon file, added panel title, added icon component to prefab, updated item file
explosives box adjusted box script type to display, added panel title, reverted protection to original values, attached anchors
scrapframe XL and XXL, gibs, lods, paintable setup, hooked up new material
Improve editor terrain view
Snap render distance to cell to make bounds consistent
FIx incorrect LOD borders at last LOD
Move SolarPanel.SunUpdate into a work queue (0.05ms budget)
Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
Convert steering wheel to MeshLOD
Merge from door_alloc_fix
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
Fix Lua errors when NPCs use Fists and Camera SWEPs
Remove XZip from Bootil
Update FastLZ lib
Fix some compile warnings in Bootil
Fix "Error" and "ErrorNoHalt" not firing OnLuaError on SRCDS
Add a null check in TriggerParent.CheckAllParenting
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
Don't show boat health when full health. Adjust block redirect functionality so new behaviour is consistent across edit/finished modes too.
Fix old pastes created before it properly filtered out client entities in the editor
- will filter out the duplicate entities during the paste and warn the user to re-save
initial comps box prefab setup. manifest
Clear deep sea shore vector data client side for any players who manage to survive the deep sea wiping (admins in god mode) via RPC
Clear deep sea shore vector data server side when the deep sea closes
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
Tests: add basic OcclusionGroup tests
- covers both old and new logic
Tests: ran unit tests, most fail, only trivial passes. Will resolve tomorrow.
Apply the previous fix to the floating cities as well
Use temp job allocators for deep water checks
merge from artist_pack_dlc
merge from artist_dlc_ornate_frames -> parent branch
rehide large ornate frame item, fix labels
Picture Frames - shutter texture update
merge from artist_pack_dlc
Picture Frames - shutter texture for scrap frames (WIP)
Fixed the lag spikes + ocean disappearing frames when entering the deep sea
(hope this doesn't break anything else)