156,981 Commits over 4,536 Days - 1.44cph!
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Fixed wool having meat sounds for drop and inventory move
merge from optimize_json_garbage -> main
Use AddRange() to add converters instead of foreach and Add() per converter
Fix Hash128 and LayerMask incorrect parsing from breaking the rest of the document
Merge from heldentity_persist_anims_subsystems_fix
Only run fallback check against stuck persisted animations when necessary
Moved the crate slightly away from the window in radtown to prevent players from looting it through window gap
Replaced the one sided sign on the window with a two sided variant
Scene2prefab
Prefab filters can now check topology in radius using generated distance transform fields of Chebyshev distance to the nearest texel of that topology. Effectively a per-stage cache of distance from topologies to avoid walking texels.
- Built in two-pass Burst
- Built per-stage only when a stage has asked about a bit 100k times to make the building worth it. Bits written mid-stage fall back to the existing texel scan (decor that writes topology as it is placed)
- TerrainTopologyMap.GetTopology picks fields or the existing texel scan
New tests compared with previous baseline show 8-12s saved (Cliffs Hills & Cliffs Hills Small) depending on the seed. Roughly 3% time savings across the entire generation.
Radius scans per run dropped from 8.76 billion -> 2.12 billion.
Prefab placement is slightly stricter as fields check a full square of texels whereas the scan clipped corners at radii of 1 or 2 texels. Recorded a 1.6% reduction cliff hills small placements (0.7% of all prefabs)
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Add persist settings to player model animations for the entities which used to have these, before these anims got replaced
Add a fallback in case of us ending up stuck in an animation that we were persisting but never received a clear event for
Add tests to prove that the code doesn't allocate (not just that it works)
Fix so ints can read float values again (that's the way it used to work before)
- Fix held entity persist player model animations (after using last item in a stack) not working with animation subsystems
- Remove a redundant List.Contains in AnimationSubSystem.ReleaseHandle
merge from automated_testing
Reduced machete network range from medium to low
Preemptive decal layer fix before shader is fixed.
S2P.
merge from automated_testing
Fixed a bunch of incorrect mesh collider import settings that the automated tests flagged up
Stop character creator windows moving when orbiting around
Add crouch blends for turning anims, it used to just snap before.
merge from critter_animals
Fixed remaining ceiling light layers.
S2P.
add warning ignore for compiler fix
Generator LODs and WIP Col shape
removed inventory controller, pointed player preview to base player animation controller
Apartment render layers.
Fixed shadow proxy issue on kiosks.
fis hitboxes and death anim loops
merge from main -> optimize_json_garbage
Fix shields and diving tanks not showing up in the backpack slot in the loadout UI
merge from loadout_backpack_slot_fix
Merge: from ui_store_slim_ram
- Bugfix: carousel buttons no longer have garbage textures when opening an store overlay page
Tests: opened an overlay page
Bugfix: HttpImage - when picking nearest mip, use a cpu-side copy
Doing gpu side copy seems to cause garbage if mip isn't streamed in
Tests: made a standalone build and navigated to pack page, carousel buttons were okay
Stop c4 and satchels from matching roation when thrown
- everyone agreed it looks worse
Added 2 rendering layers for light exclusion.
Created exclusion rules for the new RP that match the old culling masks.
Fix composters getting bricked when splashed by water
merge from composter_sprinkler_fix
merge from machete refresh
Dont use none as a category
updated 3p throw and drop grenade anims to match viewmodel timing
Start with 'none' and have a full body camera
merge from crash_uploader_error_code -> main
Log HTTP error code to console / logs when the crash fails to upload