202,633 Commits over 4,171 Days - 2.02cph!
Merge from baseplayer_serverupdateparallel
- Optim: reduce GC allocs by 60% when creating tasks for UsePlayerUpdateJobs 2
- Optim: skip occlusion queries for pairs of same players (affects all modes)
Tests: 2p tests on Craggy + 2k procgen with UsePlayerUpdateJobs 0/1/2 (covered spawning, sleeping, killing and occlusion kicking in)
Optim: skip running server occlusion between a pair of same players
Saves us a bunch of extra dictionary entries, running extra occlusion jobs
Tests: 2p sessions with UsePlayerUpdateJobs 0/1/2 on Craggy (with reconnects, kills, occlusion culling)
Fix bug in new implementation of Parallel.Call that caused the terrain accordion incident
Subtract
127690 - get rid of the custom Parallel class
Replaced the sphere colliders in the Comfortsource on the bear rug with a single box collider, so you dont lose comfort stood in the middle if the rug is on the ceiling
Enable VRAD stats without verbose
Correct kill credit for striderbuster strider kills
Fixed certain gibs (manhacks, scanners) never fading out
Add description to g_ragdoll_maxcount
Fixed Strider still shooting you with ignoreplayers/disable AI
Enforce a fade time on gibs that never despawn (strider gibs)
FIxed Helicopter gibs never despawning
* Big ones have 2 minute lifespan
* Smaller ones have 1-5 second, as intended by source code
Bugfix: UsePlayerUpdateJobs 2 - skip trying to run occlusion checks between 2 same players
A little slapdash, but it fixes editor-only CLIENT+SERVER bug of sometimes failing to notify player that they're awake. I'll exclude it from all modes next CL.
Tests: loaded into 2k procgen world with UsePlayerUpdateJobs 2 set from the start 3 tmes - all times no weird zombie state
Make mixing table overflow items drop from the player's eye level to improve visibility.
merge improve_mixingtable_drop_visibility to main
Add playermodel LOD override for Mannequin
Optim: UsePlayerUpdateJobs 2 - reduce GC allocations around creating tasks
Surprisingly, this was a struggle to test. Suspicious about a potential bug in unrelated part of UsePlayerUpdateJobs 1/2.
Tests: 2p on Craggy and 2k Procgen map with UsePlayerUpdateJobs 2
merge from deep_sea/networking -> deep_sea
merge fix_torch_underwater to main
Fix being able to swing a torch underwater to keep it lit. Add a transition from attack_lit -> extinguish.
proxy street lights added to docks, static buoys
merge fix_worldsize_skipdomainreload to main
Fix skip domain reload breaking world size in procedural maps.
Adding FPBuild flags for MacOS build in Jenkinsfile
Fix tree marker color selector
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Update: Unit tests that experiment with reducing allocation overhead of tasks
Got the following reductions in the unit test:
Garbage size: 1.1KB -> 0.3KB
Alloc Calls: 11 -> 5
The remaining ones seem impossible to remove while still using System.Threading.Task.
Tests: ran the new unit tests
Set sleeping bag team member names to null even if they fails (so they dont retain old data) should someone start a group and leave it
Dont do team member updates, instead just update any players bags who joins or leaves a team
Ensure all other team members bags are updated when any player joins or leaves, so that joining or leaving player loses their bag data
Ensure for connection is valid before trying to save
wrapped baker in our own component and added IPrefabPreProcess validation and component stripping
- exposed ValidateColliders in inspector
floating walkways set dressing WIP
merge from ceilinglight_fix
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Tweaked the ceiling light joint and rb, takes less time to stop swinging
Make sure to reset ceiling light joints after a entering network range
mannequin updates
- updated all poses to have same hip height, widened stance
- tweaked spawn point to remove floating feet
- renamed altPose to idlePose
merge from mil_tunnel_terrain_ignore_fix3
merge from decor_lighting_dlc/storepage
Added wall cabinet to the storage category
Updated pack description
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Fix any extra issues with auth (should've been using CanBuild)
merge from gutting_stacksize_fix
merge from tool_storage_phrase
merge from spas12_vm_ironsights
merge from homing_gesture_fix