129,319 Commits over 4,201 Days - 1.28cph!
scientist_boats_gameplay_2 -> naval_update
Removed gibbable script from barricade stones in casino barge
Re trigger animator to fix issues with mounting helis.
merge from deployguide_swamp_brightness_fix
fix deploy guide darkening when entering swamp
Destroy graphs on disable and recreate them
Toned down the waves when crossing the portal as its client only
Merge: from baseplayer_serverupdateparallel
- Optimizes ServerOcclusion by reordering work and reducing number of pairs considered
- Optimizes parallel snapshot send out by reducing Pool contention
- General optims via reduced profiler instrumentation (new ServerProfiler.Core binaries)
Tests: 2p session on craggy with teleporting around and various occlusion scenarios (invis, dead, normal occluded, in view)
merge from naval_update/block_items_boats
Setup playable graph for other players after animator warm up to fix crash during animator.update.
Block all items not deployable on tugboats on player boats as well
Wolf Headdress improved skinning
Removed entity scripts from ocean_buoy_static since they didn't float anyway and should save some performance
Scene2prefab
Skinning fix for 50 cal front left
Update: new ServerProfiler with more filters
- Built on 276b03cf
Excludes a bunch of BasePlayer, BaseEntity, BaseNetworkable light functions, Native calls to RakNet and EAC, StableCache iterators.
Tests: booted in editor, took a snapshot of 10 frames
Merged mannequin changes branch into floating cities
Material ID reduction on some floating walkway pieces
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Krieg shotgun viewmodel updates
- Camera shake now matches pump
- Added camere effect to ADS fire
- Only plays the ADS fire if staying in that state
- Blend/transition updates in the animator
Added leg and feet separation to the mannequins
- Add ability to hide mission markers on map and compass per objective. Set this up for underwater labs mission, so compass marker disappears whilst within the vicinity of the lab. Marker stays visible on map to indicate the general mission area
- Modify mission location to belong to each objective rather than a single mission location belonging to the mission instance to enable having more than one marker for a mission active at once (not fully setup yet)
- Add some client equivalent methods on missions for Think and OnObjectiveStart. Did not end up using these but leaving them as could be useful
- Separate out the methods for flagging missions protobuf data as dirty and saving that data. Saved a few instances where we were uneccessarily generating and sending data more than once in a server update cycle
- Made ObjectiveStatus poolable and removed associated allocations
- Fix kill entity mission objectives being incremented twice if kills from team members are enabled
- Fix mission fail timer not using Unix time
- Bump network protocol due to updated protobuf
removed all the debug logs I forgot about
added TriggerParentDelayedExit that defers Unparenting by small amount, allows bridging small gaps in parent volumes seemlessly without needing to find them algorithmically
- replaced all TriggerParnet in BoatBuildingBlocks with this
Enable repair for boat building station
Floating city 3 / replaced redundant entities / scene2prefab
Remove dismount transforms from PlayerBoat prefab
Optim: Set Pool<BufferStream> capacity to 32k (sum of NetRead and NetWrite caps)
We end up eating up default capacity on busy servers(1.1k BufferStreams on 330p server), causing allocs. This should help avoid that.
Tests: none, trivial change
Shortened bird poo decal effect. Cabin no longer enterable
Remove dismount overrides from PlayerBoat now they're not needed
merge from parenting_improvements
compile fix for BaseMountable change
- switched out client-incompatible check to an explicit disabling of the behaviour from the vehicle parent instead
- set flag on PlayerBoat only
Refactors to LoadedAmmoWorldModel from feedback
Optim: UsePlayerTasks - pre-allocate NetWrites when sending snapshot queues
This should reduce contention on the Pool<NetWrite>'s lock and let worker threads blast as fast as possible. Will need to revisit after measuring the pre-alloc overhead for main thread.
Tests: On Craggy with UsePlayerUpdateJobs 2 flew away from island's network range then back - entities were where there have been before flying away.
Restore return for invalid dismount positions, not affecting us anymore after moving seat positions
Replaced redundant entities with props in all floating city barges and walkway prefabs
Created a prop version of the electric furnace prefab
Large oilrig S2P (fixes old scientists spawning again after merge from main 134314)
merge from parenting_improvements
- just the stairs parenting volume
gave boat stairs their own parenting trigger volume
Merge from bbb_deploy_changes