130,443 Commits over 4,201 Days - 1.29cph!
    
    
    
        
        
        
            
            
            
                
                Boomerang now kills itself on damage
                
                
                
                
             
         
        
            
            
            
                
                Added backpack_temp to outbreak scientist prefab
Updated sprayer world model/rig
Fixed sprayer entity
                
                
                
                
             
         
        
            
            
            
                
                - Give more precise hitboxes to crocodile bites, to allow sidestepping his charges
- Reduce speed when carrying corpses
- Improve bite contact
                
                
                
                
             
         
        
            
            
            
                
                lowered neon sign power usage across the board
                
                
                
                
             
         
        
        
            
            
            
                
                added harvesting and crafting teas
                
                
                
                
             
         
        
        
            
            
            
                
                Missing part of previous commit
                
                
                
                
             
         
        
            
            
            
                
                - Make croc drag corpses to the water to eat them
- Properly implement the advancing furious bites combo
- Allow croc to stray a bit further from water
- Prevent croc from fleeing mid-attack
- Make croc less aggressive
                
                
                
                
             
         
        
        
            
            
            
                
                Pull Requests
* TTT: Fixed players sometimes being revealed as dead when they chat/voicechat right as they die
* TTT: Let TTTLastWordsMsg hook override default behaviour
* Cleaner server list layout code & Better display on small screens
Estimate player's velocity clientside if MOVETYPE_NONE
Enable `"flammable", "no"` prop interaction
Added `drawviewer` field to render.RenderView
Loading screen gets data faster when hosting a game
Load shaders from THIRDPARTY if not found in BSP or MOD
And whitelist "shaders/*.vcs" in workshop addons.
                
                
                
                
             
         
        
            
            
            
                
                don't render ocean if no ocean in scene
                
                
                
                
             
         
        
            
            
            
                
                Optional double digital float precision display support for TweakUI slider
                
                
                
                
             
         
        
            
            
            
                
                factor ray set back into configured ray distance, don't dilate alpha
                
                
                
                
             
         
        
            
            
            
                
                natural hives drop 50% less honeycomb
reduced chicken egg spam 
rebalanced honey + egg consumable
                
                
                
                
             
         
        
            
            
            
                
                Proposed fix for the bees throwing random occasional fire from sub emitters
                
                
                
                
             
         
        
            
            
            
                
                Make texture streaming tunables accessible via ConVars and improve output of texture.stats
                
                
                
                
             
         
        
            
            
            
                
                Disabled the spark element on fire additive damage impact FX - until we start using another prefab for players taking open flame damage.
                
                
                
                
             
         
        
            
            
            
                
                Update 3p boomerang animations to remove rotation errors
                
                
                
                
             
         
        
            
            
            
                
                Optim: skip issuing 0-length WaterCollision.GetIgnore jobs
Tests: ran unit tests
                
                
                
                
             
         
        
            
            
            
                
                Add profiler markup to procedural croc tail
                
                
                
                
             
         
        
        
            
            
            
                
                Slight balancing adjustments to make sprinklers more effective
                
                
                
                
             
         
        
            
            
            
                
                Added jungle swamps to World Setup prefab
                
                
                
                
             
         
        
            
            
            
                
                 merge from Item_Descriptions_update
                
                
                
                
             
         
        
            
            
            
                
                Added additional DLSS support checks
                
                
                
                
             
         
        
            
            
            
                
                Ensured master swarm has same trigger collider
                
                
                
                
             
         
        
        
            
            
            
                
                Let bee swarm and bee master swarm take splashable damage
                
                
                
                
             
         
        
            
            
            
                
                Boomerang now does damage to entities it hits
using vis entities for the meantime
                
                
                
                
             
         
        
            
            
            
                
                Optim: make TerrainCollision.GetIgnore and WaterCollision.GetIgnore use indirect Burst jobs
- Also added a bunch of optim TODOs
Starting to build up an indirect collection of methods. Next up will convert related GamePhysics calls
Tests: ran unit tests - they passed. Played back staging demo multiple times with analyzedemo - got comparable in-water counts
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Fixed several sound trigger references on new jungle foliage
                
                
                
                
             
         
        
            
            
            
                
                Merge from aiz_log_removal
                
                
                
                
             
         
        
            
            
            
                
                Remove "AIInformationZone performing complete refresh, please wait..." log
                
                
                
                
             
         
        
        
            
            
            
                
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                Increase croc slop following rotation interp speed, looks better with something as flat to the ground as him
                
                
                
                
             
         
        
            
            
            
                
                Tweak anim transitions to make sure they at least work when speed = 0, making it easier to track down the issue
                
                
                
                
             
         
        
            
            
            
                
                Fix croc using 2 consecutive 90 turns instead of a single 180
                
                
                
                
             
         
        
        
            
            
            
                
                New: add WaterStateProcessor for full server demo analysis
- Also redid ViolationProcessor to avoid leaking internal implementation to other files
Tracks how many players across all server frames were in water - using it to track consistency of water checks while modifying internals
Tests: played back staging demo - got consistent-enough results
                
                
                
                
             
         
        
            
            
            
                
                - Hook placeholder zigzag bite attack
- Workaround for animation pop after turn 90, need proper fix (maybe it's briefly going to walk locomotion)
- Update croc fsm declaration syntax