158,235 Commits over 4,566 Days - 1.44cph!
Include crash timestamp when uploading to sentry
- sentry parses from the minidump but this includes it in the JSON body too
- crashes happen in past then are uploaded on next startup so we want to know the difference
Conveyors are poolable
We prewarm 10 copies
Fix sleeping bag map markers and death screen buttons allocating every frame
various BC improvements
- collision as proper capsules again
- colliders interpolate for sub-steps
- fixed accumulator issue that would appear after a big spike frame
- fixed issue with simulation space not actually being a simulation space
We now prefill our pool with up to 30 copies of the most used io entities. The first time you load a big base will be a tad faster at the expense of more upfront memory
You're going to load them as soon as you load the local zerg base anyway
Make cpu affinity a warning instead of an error
Fix a Sound alloc on every Init, Retire, StopAndRecycle, FadeOutAndRecycle
Coming from RustLog passing definition.name as an argument, which would allocate even with logging disabled
Added a missing space between the name and the id in the logs
Wool Armor Insert setup, tech tree, crafting cost. WIP values:
- 20 wool to craft
- 3 cold, 2 melee, 1 projectile protection
- Tier 1 tech tree
Added SoundPlayerCull to industrial conveyors looping hum sound. It was spawned regardless of distance then paused
Editor profiling, 30 conveyors spawned 150m away:
- 9ms -> 2.3ms total
- ~470us -> ~220us per conveyor spawn
- Sound.DoUpdate per frame: 112us -> 20us (the 30 paused hums were still updated every frame)
Fixed wind motion vectors for AnimalFur shader
Removed the pref to skip unity event listener baking in editor, wasn't necessary
(renamed the branch to entityspawning_optims)
Added entity/item autocompletion to more commands
merge from ferry_ladder_fix
Fix ferry terminal rope ladder being annoying to climb up - triggers with multiple colliders do not work correctly. Split into two triggers, S2P
Fix player movement not updating the current ladder when transitioning from one ladder trigger to another, fixes still playing rungs / rope animation even though you are now on a different ladder
Merge from ez_pie_food_config
spawngrid and teleportany autocomplete entity names
merge from console_autocomplete_improvements
Fix wind motion vectors on ferns, pine trees, bushes, etc.
Fix "death while running" anim never playing because speed was measured after stopping
merge from tattoos_revived -> tattoos
First pass at working tattoos again
- Had to change UVRender shaders "ObjectId" to "PaintObjectId" to avoid Unity conflict to fix face tattoos
- Face tattoos use UV1 instead of UV0, for after the player update
- set resolutions to 512x512 for face and 2048x1024 for body tattoos
Fix TerrainTexturing.OnEnable NRE when opening scenes in editor
merge from boar_healthThresholdForFleeingFix
Bugfix: also include level size in reload req, otherwise client gets confused about world loading
Tests: client was able to load from Craggy into procgen map while server is still on craggy
merge firecracker update to grenade drop animations
setup firecracker vm camera anims
Optimized entities with flag toggles spawning: EntityFlag_Toggle now bakes its listeners at prefab preprocessing and calls them directly instead of invoking its UnityEvent
The first UnityEvent invoke on every new instance looked its listeners up by reflection.
Rough profiling from the editor, loading in a mix of 248 entities (io, locks, doors and some random deployables)
EntityFlag.DoUpdate
26ms -> 2ms total
~100us -> ~9us per entity
~940 KB -> ~231 KB total
- Vingette
- Minor adjustments/cleanup
Update: more progress on loading to a different level
- refactored some of testing code
- client doesn't send tick while loading
- server delays client entering game till they're marked as connected
Tests: tried to load from craggy to procgen, but got stuck on recieving data. also triggerd a bunch of asserts in the process
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merge from sv_console_terminal_fix
Format ConsoleInput numbers with invariant culture so a culture's multi-character negative sign can't overflow the stack buffer
Reduce the amount and size of comments in livestock fsm, instead move them to a separate document file
- Added the RRP asset to the graphics settings as the default
- Removed the rrp.enabled convar
- Added the rrp.disabled convar which is dev only and isn't saved
updated firecracker anims exported.
Silence threaded IOException spam coming from rcon and companion server sockets
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Fix agent velocity not always being accurate
Merge from livestock_hotfixes
- Fix fading issue
- Fix underwear prompt text appearing when it shouldnt
- Reduce the amount of skin tones available per skin color
- Fix character teleporting back to the start when first opening the menu
Fix a few allocs caused by unconditionnal string.format, and a boxed action
Add an assert when trying to use save cache on unsupported entity