121,138 Commits over 4,018 Days - 1.26cph!
Ensured Grade 1-3 is displaye don the nucleus info panel even if it has 0 xp
Improved reliability of temperature score on beehive
trumpet tree material tweaks
Terrain4 tweaks / jungle ground color overlays
Fixed orientation issues with the jar impact splatter.
Added honey splat and more directionality.
Removed FX offset because RNG rotation on projectile.
viewmodel - edited ironsight intro curve & speed (for testing purposes)
blowpipe world model
Lods and prefab update
exported edited crocddile animations
Prevent tigers from roaming too far from the jungle or spawning outside of it (using forests as placeholder for jungle)
merging lead desc again as it didnt work the first time somehow
Ensure eat is the primary behaviour
Orchid, rose, sunflower, wheat placement meshes.
Change honeycomb cook time to 2 seconds so it doesnt look like a 10x server when cooking
Setup proper protection for beehive so it doesnt break in 4 bullets
Make crocodile waddle back to water if they strayed too far from it during a chase
Make GetCoarseVectorToShore more explicit and intuitive (no need to remap Y to Z and to extract distance from Z anymore)
Merge: from texttable_allocs
- Replacing old TextTable with the new one that allows deferred formatting and avoids allocs
Tests: new unit tests and manual invoke of server.playerlistpos and status commands on Craggy
Optim: replacing old TextTable with the new one
- Updated Server.GetPlayerListPosTable to new APIs
Synthetic test of `playerlistpos` for 200 players on Craggy runs in 0.5ms (instead of prev 5ms) and 99% less allocs.
Tests: Started Craggy in editor with a synthetic test. Also used a couple TextTable rcon commands
Lens dirt, motion blur and sun shafts tooltips
Update: make logic match `shouldPadColumns` meaning
it was doing the inverted logic before, but didn't affect tests since they used old values before the rename.
Tests: ran unit tests.
More visibility improvements:
- Forced motion vectors off
- Larger base size, with a strict max screen size: For better mid range visibility.
Update: adding extra perf test to track shouldPadColumns influence
- Also renamed isForJson to shouldPadColumns
Shows 6x perf impact between no pad and pad. Makes sense, since for some types we need to do string formatting and that's heavy.
Tests: ran the tests.
Dragged out backend fade because screen space scaling.
Merge from crafting_update
Fixed debug.clearPlayerModifiers typo
Update: Add deferred formatting for more types (uint, long, ulong, double, vec3)
- Extended tests to cover these cases
Tests: ran unit tests
Min size up +0.0005 for good measure.
Setup the FX for the viewmodel renderer, but left it disabled because a step is missing.
Snake scale and colour balances
Modal styles and reveal transitions
Implemented new Honeycomb Worldmodel
Rework crocodile intimidate to be like an alternate combat idle instead of a custom animation state, more consistent with the tiger and easy to reset on pooling + no RPC required
Optim: don't allocate when writing values via JsonTextWriter
- also exposed a `stringify` param that can avoid string conversion
Tests: ran unit tests
viewmodel - set up idle states as blendtrees for ADS support
Update: revert back to Newtonsoft.Json
- Temporarily reverted the TextTable in use to original version to validate via tests
We have to o many json serialization impls, so going to avoid trying to add a new one. I'll have to check if I can rip out the stale dll or not.
Tests: ran the unit tests
removed duplicated crossbow files from blowpipe folder
Merge from crafting_update