158,009 Commits over 4,566 Days - 1.44cph!
Merge from pre_merge_review
When opening the map, only rebuild the mission provider states when they changed, saves ~100ms when opening the map on my machine
merge from halloweencostume
Cache LookAtBoatBuildingBlock action so it doesnt allocate every frame
Added a log in the console when you're trying to connect to a server with Disable Game UI enabled
Rework livestock personal space
- free range cows stop reproducing even if fully bonded when herd reach a cap
- indoor / pen cows, navmesh flood fill to get their exact area in m2, and derive the need directly off that, so that all cows shows the same thing and it's stable / reacts directly to players doing building changes (it's also cheaper that what we are doing now, as we don't need to re-query just check the cache)
- this gives fast feedback and stays stable over time, so players get a better idea of if something they are doing is working or not
InvokeHandler use cached method name for profiler samples, stops ~1KB/frame of string allocs in debug builds
merge from livestock_animals/livestock_hotfixes
merge from rrp_ui_grabpass
merge from food_crafting_fix
merge from wild_animal_sell_adjust
merge from render_pipeline_testing
Moved the food category after electric in the crafting menu
Increase sale penalty for bringing the livestock vendor a bought/found animal (0.2 -> 0.85)
Right arm anim update on ROM
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Add RRP path for flare shader using correct light buffers
Fix UI backgrounds missing from blur for UI dialog prefabs (codelock, rename sleeping bag and more)
Converted the world setup prefab to be a hierarchy
Much easier to modify and parse, works with unity search tools and doesn't lag our pc's with the world longest inspector
Updated all of the scenes with a modified version of the world setup prefab so their should be no change in functionality (this mostly affected dev tests like the vine swinging map, travelling vendor map, etc)
Disabling a component gameobject will now skip that procedural step, so deleting chunks of the setup should no longer be needed
Deleted the old procedural map test tool, it's no longer needed due to this change
Script for the conversions is at shelf
17387, not committed as it should only be needed once
Fixed incorrect mips and filtering on the sleeping bag compass pie menu icons
Also did a little cleanup in SleepingBag.cs
Fix death screen appearing the first time you enter a server in softcore (you should be spawned straight to the beach on first join)
Fix not being able to research animal fence & gate via research table
Allow milk stacking if the skim timer is within 1m
Allow milk skimming to work even if Server.foodSpoiling convar is off
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Tweak scrap heli dismount points so it doesnt always dismount you on the front
Make cows actually line up with troughs to eat + play the correct animation
Make a system so that we can align any animal with props without turn in place (maybe handy for cars mounting/unmounting?)
Optimize path following further following Daniel's leads:
- support full batching, serial path no longer needed even if some NPCs can swim or open doors, move requests are queued for next batch
- better use of unity's TransformAccessArray to avoid native overhead (don't set to null, do not re-build every batch instead persistent w stable identities)
- iterate forward instead of backward (ListHashSet is slower backward, + has RemoveUnordered so iterating backward to delete is not really needed)
- skip IsUnityNull checks that's no longer needed
Make sail wind behavior fully server sided
- used to evaluate on both client & server so it could mismatch
- client now just waits for server to send the flag
- convar "sailblockedupdateinterval" to control the 5s polling the sail does to see if it's blocked (same interval as before)
scrap king - updated texture atlases, meshes
Run is cancelled when the client is disconnected
Client can use fixture convars
More client base combat entity tests
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fix vclouds still disappearing in cargo hold in brp
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