134,118 Commits over 4,262 Days - 1.31cph!
Ruins B crate spawn fixes.
Clean: remove a couple TODOs
Was worried about a bug, but deeper scrutiny think the code is correct
Tests: none, trivial change
Fixed some ore floaters on 2 and 3.
missed a file, apply position to IconWithCount
re-enable mipmaps, fix opacity, polish placement
Clean: refactor TriggerParent.ShouldParentEntitiesJobs
- Added profiling scopes
No functional changes. This makes data flow easier to track and manage, and helps visualizing stages in perf snapshots.
Tests: built a long-boat in tickmode 1, spawend 6 players on it, went to edit mode and back, jumped on-and-off as it was moving
Fixed a couple of overlapping spawns on 4.
S2P
Flame turrets do not send their aim dir to all clients every 0.1s anymore, otations are predicted on the client
The cpu savings are minimal, but that saves us some useless RPCs sent to all players in network range every 0.1s
Bugfix: Add missing Native collection disposal in GamePhysics
Audited all of GamePhysics, looks to be the only cases that slipped in
Tests: unit tests + built a boat with tickmode 1
Optim: use persistent buffers for TriggerParent::RunCustomJobsQueue
- codegen
Tests: with tickmode 1 - built a boat, jumped on-off
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exported latest paintaball gun vm anims
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merge from fix_containerioentity_item_syncing -> main
Fixed ContainerIOEntities not syncing inventories with item when picked up
Clean: rip out tickmode 1 and 2, rename Jobs mode as tickmode 1
- codegen
Out of all versions it's fastest, so only going to continue with it vs baseline 0
Tests: compiles
Reintroduced inventory.quickcraftdelay
This prevents you from spam clicking a quick craft button if the menu has recently refreshed, preventing misclicks.
Added a menu item, so its adjustable not just with a convar
main -> quick_craft_improvements
Flame turret code cleanup
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merge from linerenderer_lod_fix
Fixed RendererLOD not working with line renderers, HasValidMesh was returning false all the time
Fixes invisible string lights wires
changes on salvaged axe deploy sound
Only use the nearest planeFitPoint to the shore when determining if beached or not
CurrentThrust uses the Anchored bool not list traversal of anchors
setup paintball viewmodel prefab with skinning mesh render on meshes and culling set to always animate
merge from spacestation_storepages (new space station building skin video to store ui prefabs)
updated space station building skin video added to store prefabs
Do the same for the death screen, button is hidden when deep sea is closed
Always show the buttons if we are in the deep sea, even if closed
Only show the deep sea toggle map button if the deep sea is open
Fixed PatrolHelicopter.UpdateEffects NRE when entering/leaving deep sea with patrol heli active
The "Follow player" map button now automatically switches to the correct view (deepsea/mainland)
Merge: from triggerparentdelayedexit_optim
- Bugfix: properly cleanup TriggerParent and TriggerParentDelayedExit to avoid invalid invokes running
Tests: built & finished a boat, jumped around while moving, put it into edit, finished, jumped around - no errors, no extra invokes
Bugfix: properly clean-up TriggerParent and TriggerParentDelayedExit when it gets disabled
Reimplements intents of `139965`.
Tests: built & finished a boat, jumped around while moving, put it into edit, finished, jumped around - no errors, no extra invokes
Merge: from triggerparentdelayedexit_optim
- Bugfix: mitigate double trigger exit call on TriggerParent
- Bugfix: TriggerParentDelayedExit leaving invalid invokes when editing already existing boat
Tests: built a boat, spawned a player on it, edited - no more errors, no extra invokes running
Undo of Undo:
139927 (merge: from triggerparentdelayedexit_optim)
Will apply the fixes on top with merge
Bugfix: TriggerParentDelayedExit - skip entity-delay logic when trigger gets disabled
This left invalid invokes running when editing existing player boat, inflating the perf cost
Tests: edited existing boat, checked profiler - saw no perf samples gor persistent queue
(WIP) Large refactor: Make BaseEntity responsible for calling StartMotion / StopMotion with (potentially) a single array of numbers to mitigate spikes when large entities set into motion.
Bugfix: early out when double-remove happens
Not sure why yet, but saw the same with double-add before, so going to replicate. Also noticed that we can be tracked, but have null-entitycontents, which leads to wasted Invokes, adding overhead - checking
Tests: built boat, spawned npc, went to edit mode - no more errors
Fixed slim gap in half wall hard side
Added brutalist skin roof top line mesh and conditional prefabs
Flagged steering wheel lock model and effects as dynamic
Make cooking tests editor only for now