139,456 Commits over 4,474 Days - 1.30cph!
merge from viewmodel_scene_flex (Character Animation & Skin Viewer dev-only tool)
Change powerplant spawn priority to highest
Merge from PlayerMaintainedMonuments
Merge from MonumentBlockers/workflow_improvements
made screen flatter and added an object to mark position for ui screen
Do not calculate remaining distance twice
Optimize fsm wait for navmesh
Improve npcs path following performance, fix npcs sometimes not moving
reworked smoothness/hardness of the SDF brush to be relative brush size so it's more consistent, also increased max strength so it might feel touchy if you only do 0 or 1
Don't send a chat message on the first call of StartSpectating - removes the intermediate confusing local chat message "Spectating: {playerName}. SteamID: {steamId}" before the message for the final spectate target
Disambiguate rust nav mesh helpers
Fix not being able to find collider mesh if there is just one mesh in the FBX asset for it
Serialized data migration for all prefabs which use StagedDestructionEntityInfo
Fix sample radius being insufficient to check if player is on navmesh
Fix leftover comment and stale dll
Optim: reduce GC impact by reducing how many segments we trash
This forces serialization at the point of segment exhaustion. Need to see if I can setup some sort of recycling to reduce busy spinning
Tests: ran AllocDeallocMTShortLived(32, false), no more GC reports
Bugfix(tests): fix 2 pooling tests having bad setup after Spillage tests
These tests rely on explicit sizes/counters, so were randomly failing
Tests: ran all PoolTests unit tests
WIP: new avatar masks
new top bar
Improve workflow for setting which colliders are enabled and which collider meshes to use at different destruction stages
Fix preview mesh destruction stage and LOD slider not retaining its currently displayed stage/LOD
game_room_dlc -> new_pool_ui
Fixed pedestal view button not resetting correctly when toggling it, then reopening the sculpture editor
Remove unused ignite and extinguish effect animation event from the industrial torch anim, to fix warning
WTP sign for the water inlet puzzle
Added the DarBoardReticule shader
pooltable
- updated guide model to match wide deploy bounds
pooltable
- adjusted wide deploy volume to prevent getting stuck when dismount on short side
pooltable
- added corner floor guides to help with placement inside bases
set up viewmodel renderer
removed unused model prefab
new rock sculpture model and temp ao/normal textures. scale broken
Update: add a bunch of perf counters to try to track down the spike source
- slightly amend Enqueue to help progress swap before creating a new segment if it failed
The spikes are from GC collection events, likely triggered by excessive trashing of segments(after 10 runs - 106 created, 97 trashed)
Tests: ran AllocDeallocMTShortLived(32, false) perf test
merge from uibindings_nre_fix
Fix attempt for the UI bindings NRE spam
jukebox
- added gibs
- updated material and prefab
Dismount the player from the pooltable if theres no ground beneath them
pool: add more profiling everywhere
Offline screen finished.
Removed some now dead UI code.
Bar Wallpapers - fixes and renames