157,829 Commits over 4,566 Days - 1.44cph!
- fix bull still sometimes spamming headbutting on unreachable players
- fix bull sometimes stopping entirely and getting stuck when charging a close player
- fix rams not aiming their headbutt and charging in random directions
- fix rams using the wrong stomp anim
- fix procedural look at not being enabled for most anims, which looks off especially with stomp being aimed at the void instead of the target
Fix biofuel generator snapping backwards
AI test category 38min→ ~18min
Fix quick join menu not updating
bean can anim updates. added drop and vm finger positions updated. Also idle to ignite vm anim controller blend edited
Implement proper motion vectors for wind-affected materials like grass, bushes and hair for improved image clarity.
Add initial implementation for AMD FSR 3.1
electronic chessboard;
- append chess clock to chessboard prefab
- tweak prefab
- added guide
Fixed CUI blurred panel not working with RRP
Bugfix: recreate missing important managers on client after reloadmap
Tests: reloadmap - saw 10 managers present (previously only net_env was)
electronic chessboard;
- split up game model
- chess pieces setup
- checkers pieces setup
- tweaked deployable prefab
Potential fix for cows sliding (suspected pregnant flag)
Possibly fix "LoadPrefab - should start with assets/ - +forward" warning
beegrenade anim updates to work with new drop action
use expanded decor component bounds to early out terrain filters cheaply in decor placement - saves 12s in coastal rocks, barely saves elsewhere
- can only do this because we have a cheaper hierarchal query for topology of an area now
Update: allos changing scenes via reloadmap
- remove old hacky reapproveplayer, no longer need for testing
Tests: was able to reload from Playground to CraggyIsland in C+S editor and interact with the world
Reduced test results size, no longer indented and skip empty fields
Bunch of bind lookup fixes/rework
Prevent livestock in safe zones from being damaged
merge from render_pipeline_testing
Process cliff uniform placement validity in parallel - takes another 29s off, still matching results before optims
- pivot filters are tested in large batches of all candidates and re-tested if dirtied
- per-candidate orientation checks are done in parallel for passing candidates
Fixed a null ref coming from the WaterRendererFeature
Tweaks to the crabs audio loop
Revert some minor vehicle impact rumble code changes
Set sleeping bag range convar to replicated
- fixes clients not showing "orange" guide correctly when the convar was changed (despite the server enforcing the sleeping bag distance)
Ensure biofuel generator anim instantly snaps back to idle when dismounting rather than slowly lerping backwards
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Fixed jungle having a groundwater level of 0 causing plants placed on terrain to have no water
Sanitise analog steering/accel input
Test result lines no longer carry unity logging call stack
Reduces log size and makes everything more readable
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TestBatteringRam 145s -> 15s
cherry pick parenting changes,used the wrong branch.
Add camera parenting to demoui2 sandbox, fix sandbox ui scaling.
TestAutoTurret 324s -> 63s
50cal vm animation exports
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FireRocketAtBuildingBlock_HealthChanged 324s -> 28s
FireRocketAtDoor_HealthChanged 6s -> 2.3s
Reverting ClientVersion change that snuck in the previous changeset
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Fix decals on RRP->BIRP toggle
Merge from render_pipeline_testing
Fix global mip bias not being applied on startup, causing blurry foliage textures
merge from rrp_explosion_overlay_fix
merge from hole_depth_fix
merge from rrp_ui_grabpass