155,484 Commits over 4,536 Days - 1.43cph!
Update(editor): UpdateImageUrls automation - scans referenced store textures and tries to upload changed, while fixing up urls
Tests: most of store UI is now missing images (as there's no backend content)
merge from server_occlusion_wait_and_integrate_pairs
enabled swimming for frogs, with first pass animator setup
fixed frog interest, now more consistently finds water spots to start croaking
Biofuel Generator: blockout testing deployment
- deployed prefab: referenced mixing table, simple box colliders, foliage displacement
- guide prefab using same FBX
- item generator.biofuel with placeholder blueprint and icon
- needs Update Game Manifest
Fix animation test missing some animation events, fix a couple more cases that cause warnings ingame
- Help window
- Increased size of the creator window
- Minor icon size polish
exported latest nailgun refresh vm anims
Merge from livestock_nav_optis (linux and mac dll not built yet)
Added pattern tester script
Some material updates
Cleanup filenames from 1.2 / 3.4 to half / three quarter
Parallel pair gathering for server occlusion now uses the same wait-and-integrate mechanism as net subscription updates
- also reduced pair gathering player count to 16 from 64, to ensure more threads are being used in medium-high pop scenarios
- consistency tests pass
- Tighten up some colouring, spacing etc
- Stop the eyes working at weird ass angles
Fix truncated corridor reporting "path complete" when buffer was too small instead of "path complete"
Re-render all sandbag deployables for consistent appearance.
- Add slot icon rendering
- Ensure ui takes up the whole page
- Shrink choice down a little bit
- Fix weird eye rendering in character customisation
Setup icon rendering. Render icons for new sandbags.
Fully burst parallel path following, had to do some native changes so that each agent can create and pass a different query instead of sharing, -30%
- ai.batch_navmesh_transforms for only parallel transform update
- ai.batch_navmesh_pathfollowing for full parallel
Removed temp shell box from random room vendor B and replaced w/ proper underground volume to block skylight
New sandbag variations unlock with original / BP button fix.
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
separate critter FSM to different budgeted work queue, with lower frametime
More work on random room C - plus wire/pipe pass
- Add color selection system for hair/skin colour
- Add spotlight above the character
- Dont rerender all icons if you change colour
merging 3p arrows not hiding fix
More path following optis for -17.5%:
- Cache transform in navmesh agent
- Use reference equal instead of == for independantNavmesh to avoid the unity overload
- Batch apply transforms after ticking all agents with IJobParallelForTransform
- Remove one normalize to the movement math
Made ferry terminal loot room functional with power grid
Enabled graphics jobs on Mac
Switched graphics jobs to Split
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Fix for 3p_bow not hiding the arrow mesh on the server
Updates to all weapon anim controllers to match convention
First pass procedural cow pattern shader
merge from Livestock_animals
Ferry terminal power grid loot room
More navmesh and path following optis:
- Disable navmesh carving completely when new navmesh is enabled, we still had its overhead
- Pin arrays before marshalling them, because unity's mono is not smart enough to do it and is copying everything which is excruciatingly slow
- During path following, when calculating remaining distance, cache the rest of the path and only update the current segment we're on, instead of recalculating the length of the whole path
- Add telemetry to new navmesh
Cow eat animations to include trough variants
Reverse gate open direction. Tweak gate volumes so it can be snap placed more betterer.
Fix compile error in ConsoleSystem
Fix missing #if SERVER directing to gate navbakestats
Fix compile error with url in "none" compile mode