193,114 Commits over 4,049 Days - 1.99cph!
Some stop distance thresholding
add file prefix and ray setback settings, ui cleanup
Got the boomerang doing a little curve a few seconds after throwing
Added more working weapons to v4 loadout + ammo
updated slight model offset in rock entity
Hopefully fix shader compilation on Metal due to missing support for geometry shaders. I can't test it, because literally every other platform supports geometry shaders.
Kill the boomerang properly on hit
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
Boomerang rotation now based on its speed
fix indices > 16 bits, allow null materials (omits submesh)
Update: Propagating indices to GetWaterLevels
- Updated TestWaterLevelsConsistency to validate various permutations
Tests: unit tests
Get proper hit material from ray
Fully swapped boomerang over to server projectile.
Restored most of the old functionality.
merge from premium_servers
Update: converting GetWaterLevels to indirect form
- Like previous CL, operates on an internal forward dummy range
- sprinkled ReadOnly accessors in prep for clean up
Time to start bridging the indices across the calls.
Tests: unit tests
Balance multiswarm damage
Update hit animation frame range to remove double swing
Update: converting GetWaterInfos to indirect form
- Not propagating indirection params yet - running on dummy forward range
- Sprinkled ReadOnly usage in prep for cleanup
Tests: ran unit tests
Working rebalance for single swarm attacks
Ensured time since spawned swarm is set on init properly
Update: make GetWaterFactors internal NativeArrays persistent
Tests: unit tests
Fixed another bug with master swarm spawning multiple at once (this time in general and not in editor)
Fix editor spawning two bee swarms at once
Optim: prepare params for WAterLevel.GetWaterInfos using a burst job
Helps shrink the managed loop, and gives us minor savings - about 0.5ms for 10k case. Also prepares us last indirect conversion.
Tests: ran unit tests
Tests:
fixes for shake from deploy to idle on ak
Optim: GetWaterFactors now maintains a stable transform cache
- We now use a burst job to gather transform info for all players (ends up being fast enough to not care)
- Updated perf test to count for a "warmup" run, since we incrementally build the transform cache
Previous updates slowed down code from 9ms to 12ms, this optim brings us back to ~7ms for 10k cases and enables more optims
Tests: unit tests
Constrain croc and tiger to jungle biome
Increase croc population
Hazmats still nullify all damage coming in from bee stings (stab damage)
Merge from crocodile + tiger
Fixed incorrect PremiumClientCache refresh delay
Fix warning spam on tiger
Remove test script from craggy
rocket factory model changes against boosting
Most clothing will now provide some resistance against Bees, resulting in substantially lower damage per second (bees now do standard stab damage rather than bee sting damage)
temporarily reverted combat knife invert so we can debug the workshop tool before any fixes