195,504 Commits over 4,110 Days - 1.98cph!
cache the terrain map preprocessing
added sync component to crossbow viewmodel animator
M15 Pistol - Greybox model and integration
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Merge: from parallel_validatemove
- Additional debugging logic to help track down mystery NRE
Tests: ran around in editor in SERVER+CLIENT mode with useplayerupdatejobs 1
Merge: from main
Tests: none, no conflicts
Debug: add a latch to track player disconnects & removal during ServerUpdateParallel
Tests: unit tests + craggy in editor
Fix scientist not rushing to investigate noises when searching
Abyss Containers - Changed UI sounds, tried to fix adaptors unsuccessfully :(
Fix scientists getting stuck in search recursion
Debug: adding progress tracking to FinalizeTickParallel to help track down origin of NRE
- also couple formatting fixes
Tests: used mode on Craggy in editor
- Temp workaround to scientist not able to move on oilrig (oilrig thinks it's in water)
- Fix getting stuck in search state
- Fix scientist heading to a different floor when strafing
merge from hackweek_newlights
Abyss Containers - Fixed LODs and GIBs on vertical version
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- Make scientist head towards LKP instead of actual player pos
- Add scientist search behavior when reaching LKP but no player is there
- Simplify FindLKP
- Fix FSM getting stuck in "roaming"
Fixed missing "clone" and "clone all" radial menu option icons for all berries
Fixed wheat, rose, sunflower and orchid using incorrect icons
Added spherical spatial environment volume support for opaque objects
- Adapt killscientists command to kill new scientists
- Fix NRE on scientist death
- Fix target lost transition not working properly
- Simplify FSM
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Cleaned the mess in the advanced christmas light folder
Merge from cavelargesewers fixes. (Fixed fume oddities and perf wasted on underground distance flares) cave_large_sewers_hard
Fluorescent light prefabs
Cleaned up neon light prefabs, renamed them to fluorescent lights
Description and names
Removed problematic FX from the old Cave Large Sewers.
Also stripped distance flares from these. No need for them indoors.
Merge: from texttable_allocs
- TextTable now pads the last column as before
Tests: unit tests + editor test on 1-player team
Abyss Containers - LODs GIBs Corpse Icon and Item setup for vertical variant
Update: rewrite teaminfo to reduce allocs
Tests: tested in editor
Spotlight server tick only runs when its orientation changed, like the client
Reset on deploy
Spotlight:
- IO handles tweaks
- deployment tweaks
- enabled pickup
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Update: bring back last column padding to TextTable.ToString
This time, on the right branch
Tests: unit tests
Backout of
122696 - was meant to go into texttable_allocs branch
Update: bring back last column padding to TextTable.ToString
Tests: unit tests
Updated the DLSS DLL from version 3.7.20 to 310.2.1
Subtractive Merge (122597) Removing threaded texture creation test code
Merge: from profiling_improvements
- New server profiler allocation tracking mode, start with "watchallocs", stop with "stopwatchingallocs", control export via various NotifyOn... server vars
- Json Snapshot compression is now streamed, saving 95% of memory in the process and reducing GC events
Tests: unit tests in editor, all forms of profiling in editor on Craggy in Server+Client mode, all forms of profiling in standalone server on Linux WSL
Merge: from main
Tests: none, no conflicts
Spotlight use invokes instead of unitys Update
Server entries have buttons
Setup simple button handlers