127,904 Commits over 4,201 Days - 1.27cph!
Fixed soft masks still wasting time masking when their root canvas is toggled
Merge from anchor_sockets
Using sight and flip pitch support for the rear turret
Lets the rear sight skip by the ballistics check
Final tweaks and usability
Bugfix: no more use-after-free for Frametimes
- also reimplemented the fix from previous CL, as it was part of the problem
Tests: in editor spawned on craggy and opened main menu for multiple client analytics ticks - no more exceptions
Disable overlay canvas when the menu is not visible
Commented UIExtraCallbacks, not used as UI particles aren't working in builds
Disable the loading spinner gameobject in the home hero modal when its hidden, was causing canvas rebuilds
Update: Client Analytics - categorize client frametimes, gc_count and lagspikes
- Bugfixing leaking a couple List<TimeSpan> containers
We now filter those out to InGame, MainMenu, Inventory, Crafting, Contacts and Map frame types and aggregate per type. Everything apart from InGame aggregates slightly reduced info set. New analytics is backwards compatible.
Tests: left it running with debug logging. relevant info seems to come through. There's a bug with use-after-free of List<TimeSpan> - will fix next
First implementation of hybrid monster meshes
Ballistics::GetBulletHitPoint now supports an ignore entity, so that I dont need to make sure it has a clear LOS
Minor rear PT Boat turret changes
baked tropical2 shorevectors
handle inactive terrain in bakes
deep sea shorevector map initializes as ocean
Prevent fire extinguisher from dismounting the current player on the pt boat
hull.triangle sockets setup
Initial setup to fix scientists trying to shoot through glass
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for (previous commit didn't go through)
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Add debug.debugclippingchecks:
- Prints out what colliders are causing cllipping to fail
- Still keep the performant route for regular gameplay
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for scientists
Fixes, improvements, socket tweaks.
Rejigged LODs in mannequin variants
re-attached baked shore vectors after accepting source from last merge, reran s2p
Fix player model playable graph NRE on other players.
Removed the menu code caching and unregistering texts from TMP DoRebuild, not needed anymore
Backported m_IsTextObjectScaleStatic field from newer TMP versions, that let us avoid the slow and useless (99% of the time) TMP_DoRebuild checking the scale of every registered texts every frame. Saves ~0.3ms every frame
Default to true, we'll have to manually update all the texts getting their scale updated at runtime, don't think we have a lot of them
Add more descriptive error logs to help find cause of NRE NpcBarkComponent.PlayConversation
Fix Cannon.adminfire dict same key add error, ai noises now have a unique id for comparison purposes
Set-up some prefab variants of mannequin for set dressing, replaced placeholder in supplies barge.
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Better soft mask canvas caching
Set boat scientist mission hunt objective to only progress if the objective has started
More work arounds for dodgy clipping checks on the pt boat
SoftMask uses graphic's canvas when possible instead of polling the nearest canvas
Toggle the canvas component of the menu UI when its not visible
Causes a small spike when opening it, but saves us some UI overhead when its not visible
Also causes a 40b alloc every frame because of SoftMask, need to look at it next
Fix potential index out of range exception when displaying mission rewards during conversation
disabled relief mapping on fish piles material
fixed zfight on boat low wall posts when adjacent
Fix clipping mount positions on the pt boat (was causing the scientists to be booted from the boat)
Delay spawn scientist invoke by 100 ms