193,722 Commits over 4,079 Days - 1.98cph!
Fish & skull ownership item prefab changes
Add ownership when gutting item from fish / crushing skulls
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merge fro io_research_table
Fix compile errors from item ownership
Merge from item_ownership -> aux2
Updated the language selection dropdown to use proper fonts instead of fallbacks
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Fixed OnInspectorGUI NRE when clicking on a TMP sub mesh
Changed how we handle font fallbacks:
Instead of using a single fallback list, each language now has its own fallback list that gets applied when switching languages, defined in a scriptable object
This prevents some fuckery with strings using characters from multiple fonts
Example: a Japanese word that shared characters with the Chinese font ended up using 3 fonts: Chinese, Chinese Dynamic, and Japanese - now it just uses the Japanese font
Merge main -> aux2 (keep destination codegen)
Update: WaterLevel - rewrite WaterSystem GetIgnore serial chunk in batch form
This eliminates the other "jobify/batch" todo. Think I'll do a bit of cleanup, add more tests and get ready to merge to staging for stewing.
Tests: ran unit tests. Ran araound on craggy and checked a couple results of water checks.
Update: WaterCollision - add batch version for GetIgnore that does an overlap capsule test
Needed to get replace last serial chunk in batched WaterLevel.GetWaterInfos
Tests: none, compiled in editor
Update: GamePhisycs - added OverlapCapsule and CheckCapsure that use Unity jobs
Turns out I'll need it to support WaterCollision.GetIgnore(start, end...)
Tests: none, just compile
Re-run protobuf generation
merge from main -> item_ownership
- Make 1 honeycomb every 5 minutes
- Multiply growth rate by nucleus grade. Grade 2 is 50% faster. Grade 3 is 100% faster
- Another balancing pass on XP
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Fixed beehive not generating honeycomb
Fixed info and loot panel issues
- Made fancy display showing current xp of nucleus and xp required for the next level up
merge from fix_junkpile_despawn_delay -> main
Fixed weird colour issue on panel
merge from fix_optional_protobuf_effect -> main
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Merge from cosmetic_flowers
Fix explosion effects being spawned in center of the map
- ensure all fields of Effect that used to be reset by protobuf deserialization are reset when Clear() is called
Enabled disabled LOD renderers.
Set lod distances.
Bugfix: When spreading WaterInfo results, prevent trying to do a sawp between same indices
- This leads to invalidating WaterInfo, which returns invalid info
I need to extend tests to do checks with Entities, as this case/branch isn't covered currently
Tests: enabled parallel player updates and logged cached water checks - now it returns valid water where expected.
bamboo scaffold test and textures
Merge from cosmetic_flowers
Added DLAA back to the graphics menu for testing the AMD crash
Bugfix: replace Temp allocators with TempJob allocators for physics jobs
- Added misisng resource cleanup
This partially fixes test failures.
Tests: ran the WaterLevel test checks
Merge from presets_editor/quality
Downscale claw decal textures, increase normal map intensity
Added some tooltips to hive info
chicken coop progress
refined materials, renamed
UV2 ao - lookin' juicy
initial grid setup
- common job-friendly QueryGrid structure that also replaces the checks made in WaterVisibilityGrid, they would still need to be followed up by physics queries though
- needs cleanup