141,502 Commits over 4,383 Days - 1.35cph!
New PipeMeshGroupManager, supports merging multiple IO pipes into a single mesh for better performance
Uses the same underlying job system to generate the mesh, just at a bigger scale
Merge from terrain_renderer
Fix shader warnings in terrain compute (prevent possible edge case issue)
Update PipeMesh job handling to use VertexBufferParams isntead of SetVertices/SetTriangles
Saves 18kb of GC generation when creating a pipe mesh
Fixed duplicated job animations in Body > Walk blend tree
Also reset the walk animations to speed = 1
Fix player footsteps playing when water wheel is moving too slowly for them to make sense
Add additional water loop to match particle effects for water wheels being pushed by players while in water
First pass on admin vending machine support
Adjusted texture size of shop A sign so it doesn't get rejected on the server
Fixed OwnerID of entities not being sent out to clients if the old OwnerId !=0 and the new id == 0
Fixed lock logic for signs
Improve default HUD text scaling at 4K
Fix loading screen size after screen resolution change
DImage applies ANISOTROPIC mag/min filters
Try to make the notification library work with different screen resolutions
* It was overlapping ammo HUD @ 4K, so we make the position use screen % and scale the text with screen height
Apply static prop scale to lighting origin
* No idea if this changes anything, but CS:GO does it, so we will too. Changes IVModelInfo::GetIlluminationPoint
Apply soup based physics scaling
Fixed damage indicator HUD size after resolution change not in-game
Fixed leftover faces from interior/exterior kiosk splits
assign stage-break effect for wood-piles
New solution for persisting held entity animations on the playermodel
Seems to fix previous issues where those animations would not always clear correctly
power consumption set to a tentative 5
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500
If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
adjust bounds, move io input, add dismount on unpowered
Bone armour female version update
Bowless Crossbow - worldmodel and LODs
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Defensive upgrade now adds +bonusSlots to actual crafting roll result. Default is +1
Apartment stove FX & lighting prefab & related files.
Perma-enable attached it to the prefab, for now.
Bugfix: don't overwrite callstack depths for frame 0 with values for other frames when multiple frames are found
Tests: ran Export2FramesTorn - it passes and looks correct-ish (same wrong offset as in Export2Frames)
Bugfix(tests): fix invalid test logic in ExportExtraEnd2Frames
- renamed ExportExtraEnd2Frames to Export2FramesTorn
- added Export2Frames (shows invalid frame start - this is new)
Tests: ran unit tests, failures where expected
exported latest crossbow bowless viewmodel anims and updated rig
Fixing skinning for gingerbread man suit
Added ItemModContainerArmorSlot to 90+ additional clothing items so they can receive slots exclusively from the defensive upgrade. (list will need sanity checking if we do take this route)
Merge: from networkgrid_iterationspeed_changes
- Optim: lazy allocate internals of NetworkGroup to save memory (adam.k's findings)
Tests: flew around on craggy, opened deep sea and entered-left, printed entity counts of deep sea, shot scientists in the distance
Fix croc diving and charging
Update(tests): add ExportExtraEnd2Frames
Test passes but looks incorrect
Tests: ran unit tests
Add support for CraftedWithDefensiveUpgradeOnly.
Setup beenie hat item as a test.
Bugfix: potentially support exporting profile of Recorder started inside a method and finished outside
Need to write more tests to validate it works across frames - not confident about it.
Tests: ran ExportExtraEnd - passes. ran all others - still valid
enable screen edge fade on eyeAO materials
computer station IO setup
- no IO for static computer stations
add toggle for refraction screen edge fade behavior
Remove unecessary double reset of croc swim depth, remove log spam in sense component
Fix animals slowing down to a crawl when fleeing
Update(tests): emit valid timestamps when running profile exporter tests
Tests: confirmed seconds-scale ranges in perfetto
Fix a few shader compilation errors with rare variants
Make mortar 3 functional:
- swap out the script to allow for overriding behaviour. (empty for now)
- hook up mortar shells as ammo
- fix missing references for animator, ammo, fuse