130,443 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Face towards player when re-appearing
                
                
                
                
             
         
        
        
        
            
            
            
                
                Optim: use Burst to generate commands in GamePhysics.OverlapSpheres
- It used to be there, but lost it during refactor
Tests: unit tests
                
                
                
                
             
         
        
            
            
            
                
                Clean: minor changes to GamePhysics
- Renamed batch methods to be plural
- Split GamePhysics.CheckSphere<T> to separate OverlapSpheres
- added profiling scopes
Tests: unit tests
                
                
                
                
             
         
        
            
            
            
                
                Fixed vine renderers not spawning on proc gen
                
                
                
                
             
         
        
            
            
            
                
                merge from high_walls_skins
                
                
                
                
             
         
        
            
            
            
                
                Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
                
                
                
                
             
         
        
        
            
            
            
                
                Obscure vision overlay improvements
                
                
                
                
             
         
        
        
            
            
            
                
                Update: move RemoveTerrainMask to GamePhysics
Tests: unit tests
                
                
                
                
             
         
        
            
            
            
                
                Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize
Tests: ran unit tests
                
                
                
                
             
         
        
            
            
            
                
                Update: split GamePhysics.CheckCapsule<T>
-  forbid CheckCapsule(batch) from returning ColliderHits - this is to better represent relationship to non-batched CheckCapsule
Tests: unit tests
                
                
                
                
             
         
        
            
            
            
                
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                Move the npc radius check after the filter radius check in the spawning flow, as it's cheaper if we early out at the filter stage
                
                
                
                
             
         
        
            
            
            
                
                ▊██▌▋▉: ▌██▅▉▆▇▌.█▅▄▋▊▅▄▋▌▆▌▋▄▆▉▉▋ - ▅▅▊▅▊▆▋ ▄▄▊▅▆▋ ▋▅▆▍▋▌▊ ▊▌█▋▍▊▆ ▄▍█▉▌▍█ █▅▊▊▋ ▌▆▋▉ ▉ ▌█▄▉▊▉▅▉▋▌▅.▇▋▌▆▄▄▋▄▊▄▇▇
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                Fix too few crocs and tigers, new spawning filter
                
                
                
                
             
         
        
            
            
            
                
                Fix NRE set line renderer state (was causing fake physics ropes to break occasionally and not render)
                
                
                
                
             
         
        
            
            
            
                
                - Fixed budgetted visuals not working when vine needs to move its end point to point in the destination (still not perfect)
- Auto set rope length in SwingingRope instead
                
                
                
                
             
         
        
            
            
            
                
                resized the jungle building skin textures to final rez - fixed floor.triangle missing its jungle skin script
                
                
                
                
             
         
        
            
            
            
                
                Missed Snake Spoiled Meat Material file
                
                
                
                
             
         
        
            
            
            
                
                Setup Snake Raw, Spoiled and Cooked Meat
Updated Snake Raw Textures
                
                
                
                
             
         
        
            
            
            
                
                Added ladder trigger volume to zigg water tank
                
                
                
                
             
         
        
            
            
            
                
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                - Fake Physics rope can now manually have its update methods ran
- Vines are now updated in budgeted update like before
                
                
                
                
             
         
        
        
            
            
            
                
                Update: adding GamePhysics.CheckCapsule(batch)
Last factored out func - should be able to complete refactor shortly
Tests: none, will integrate to tests next
                
                
                
                
             
         
        
            
            
            
                
                lowered normal intensity on zigg exterior concrete layer to nominal value as stronger values make projected decals display incorrectly
                
                
                
                
             
         
        
            
            
            
                
                Zigg scene, fixed the terrain alpha map - tweaked terrain splats (less gravel, more forest soil) - did some set dressing around the water tanks area
                
                
                
                
             
         
        
        
            
            
            
                
                Bugfix: fixing native allocation leaks in tests
Tests: ran the tests with leak detections enabled
                
                
                
                
             
         
        
        
            
            
            
                
                Apply the same recent rug deployment improvements to the bear rug
                
                
                
                
             
         
        
            
            
            
                
                Update: GamePhysics.CheckCapsule<T>(batch) internalized layermask handling
There's room for optims, but not going to pursue them for now - will test later how the perf deteriorates with the new APIs.
Tests: ran relevant unit tests
                
                
                
                
             
         
        
            
            
            
                
                leap attack animator setup
                
                
                
                
             
         
        
            
            
            
                
                Added final COL and LODs for big zigg
                
                
                
                
             
         
        
            
            
            
                
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                jungle zigg tank large - tweaked materials to better mesh with the surrounding environment, added a decal for moss on top. Arranged folder structure
                
                
                
                
             
         
        
            
            
            
                
                Hide condition bar on bag, bed and towel items (they can only be full HP, or broken in softcore)
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from turret_scaling
                
                
                
                
             
         
        
            
            
            
                
                Fix for sfx movement colliders on piper nigrum radial pieces
                
                
                
                
             
         
        
            
            
            
                
                merge from toolgun_corpserepair_fix
                
                
                
                
             
         
        
            
            
            
                
                Fixed garrys mod toolgun not being able to repair deployable corpses
                
                
                
                
             
         
        
        
            
            
            
                
                Update: GamePhysics.CheckSphere(batch) now able to handle mask validation internally
- Renamed GamePhysics.IgnoreCollision to MasksToValidate (prev name could be misleading and confusing)
- undid sphere command building as that wasn't meshing well with MasksToValidate flow
- Added UtrilityJobs.GatherJob<T> (will need to go through other code and clean up similar/same jobs)
I still need to update GamePhysics.CheckCapsule, and replace inlined code with new versions
Tests: all relevant unit tests
                
                
                
                
             
         
        
            
            
            
                
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