157,132 Commits over 4,536 Days - 1.44cph!

- Ensure client ghost will properly detect its sticking positio - Nuke the client ghost if we get a server stick message and server setup
Today
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Yesterday
Fixed wool having meat sounds for drop and inventory move
Yesterday
fix frog swimming anims
Yesterday
merge from optimize_json_garbage -> main
Yesterday
Use AddRange() to add converters instead of foreach and Add() per converter
Yesterday
Fix Hash128 and LayerMask incorrect parsing from breaking the rest of the document
Yesterday
compiler fix
Yesterday
Merge from heldentity_persist_anims_subsystems_fix
Yesterday
Only run fallback check against stuck persisted animations when necessary
Yesterday
Moved the crate slightly away from the window in radtown to prevent players from looting it through window gap Replaced the one sided sign on the window with a two sided variant Scene2prefab
Yesterday
Prefab filters can now check topology in radius using generated distance transform fields of Chebyshev distance to the nearest texel of that topology. Effectively a per-stage cache of distance from topologies to avoid walking texels. - Built in two-pass Burst - Built per-stage only when a stage has asked about a bit 100k times to make the building worth it. Bits written mid-stage fall back to the existing texel scan (decor that writes topology as it is placed) - TerrainTopologyMap.GetTopology picks fields or the existing texel scan New tests compared with previous baseline show 8-12s saved (Cliffs Hills & Cliffs Hills Small) depending on the seed. Roughly 3% time savings across the entire generation. Radius scans per run dropped from 8.76 billion -> 2.12 billion. Prefab placement is slightly stricter as fields check a full square of texels whereas the scan clipped corners at radii of 1 or 2 texels. Recorded a 1.6% reduction cliff hills small placements (0.7% of all prefabs)
Yesterday
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Yesterday
Add persist settings to player model animations for the entities which used to have these, before these anims got replaced Add a fallback in case of us ending up stuck in an animation that we were persisting but never received a clear event for
Yesterday
Add tests to prove that the code doesn't allocate (not just that it works)
Yesterday
LOD texture optimization
Yesterday
Fix so ints can read float values again (that's the way it used to work before)
Yesterday
- Fix held entity persist player model animations (after using last item in a stack) not working with animation subsystems - Remove a redundant List.Contains in AnimationSubSystem.ReleaseHandle
Yesterday
merge from automated_testing
Yesterday
Reduced machete network range from medium to low
Yesterday
Preemptive decal layer fix before shader is fixed. S2P.
Yesterday
merge from automated_testing
Yesterday
Fixed a bunch of incorrect mesh collider import settings that the automated tests flagged up
Yesterday
Stop character creator windows moving when orbiting around
Yesterday
Add crouch blends for turning anims, it used to just snap before.
Yesterday
merge from critter_animals
Yesterday
Fixed remaining ceiling light layers. S2P.
Yesterday
add warning ignore for compiler fix
Yesterday
Generator LODs and WIP Col shape
Yesterday
removed inventory controller, pointed player preview to base player animation controller
Yesterday
anim removals
Yesterday
Apartment render layers. Fixed shadow proxy issue on kiosks.
Yesterday
merge from main
Yesterday
fis hitboxes and death anim loops
Yesterday
Smoother crossfades
Yesterday
merge from main -> optimize_json_garbage
Yesterday
merge from main
Yesterday
Fix shields and diving tanks not showing up in the backpack slot in the loadout UI
Yesterday
merge from loadout_backpack_slot_fix
Yesterday
Merge: from ui_store_slim_ram - Bugfix: carousel buttons no longer have garbage textures when opening an store overlay page Tests: opened an overlay page
Yesterday
Bugfix: HttpImage - when picking nearest mip, use a cpu-side copy Doing gpu side copy seems to cause garbage if mip isn't streamed in Tests: made a standalone build and navigated to pack page, carousel buttons were okay
Yesterday
Stop c4 and satchels from matching roation when thrown - everyone agreed it looks worse
Yesterday
Added 2 rendering layers for light exclusion. Created exclusion rules for the new RP that match the old culling masks.
Yesterday
Fix composters getting bricked when splashed by water
Yesterday
merge from composter_sprinkler_fix
Yesterday
merge from machete refresh
Yesterday
Dont use none as a category
Yesterday
updated 3p throw and drop grenade anims to match viewmodel timing
Yesterday
Start with 'none' and have a full body camera
Yesterday
merge from crash_uploader_error_code -> main