159,948 Commits over 4,566 Days - 1.46cph!
Fix for SSAOComputePass error spam when switching scenes
start on interest points for hovering bird flocks, and fleeing from certain events (WIP)
Fixed oak_e always dropping apples when harvesting.
Created a tool to visualise where tree additions are on trees to make placing them much easier.
Adjusted the apple positions on both oak_d and oak_e.
Removed the loot refreshes on natural beehives, apple trees and coconut trees.
merge from fix_demoui2_pfx
WIP work on randomised room A (cctv)
Fix fov/post effects no longer working in demoui2 after switching to RRP.
Comment out demo controls for bloom/lensdirt/light shafts, for now.
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Merge: from unity_6000.3.26f1
- Update: upgraded unity engine to 6000.3.26f1
Tests: opened project, used standalone client to connect to standalone server with procgen map
Merge: from pool_leak_tracking
- Update: pool.debug_mem_start/_stop to help track down leaks/spills
Tests: ran unit tests
Update(tests): add unit tests for debug_mem_start/stop
- also fixed invalid counter tracking for double-free cases
Tests: ran unit tests
first pass on reactive BirdFlocks
- fly around in swarms with code similar to crabs and jellyfish
- avoid obstacles and players
- boid movement patterns
- slightly more realistic flapping, with less flapping when angling down and more when climbing
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fix for fire anim freezing
Added new sounds to both seagull and crow flocks
Reduced the cascade fade to prevent hash shadow cut-off when aiming or changing FOV
Update: add pool.debug_mem_start/_stop to help track down leaks/spills
Tests: booted to craggy, tried tracking List`1[System.Single
Add support for the right-side icons on the map screen.
Pressing dpad left/right shifts focus.
Added glyphs.
Added missing tooltips for some of the existing icons so they show correctly when navigating.
Misc fixes
Merge from render_pipeline_testing
Cherry Pick (168771) - Floating point issue with aniso highlights
Merge from mixingcooking_ui
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Updated M1 Garand blockout to match real world dimensions
merge from ramp_deploy_fix
Fixed triangle foundation deployable on top of brutalist ramps
Added FN FAL mesh blockout
Added M1 Garand blockout mesh
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merge from viewmodel_skinning_update
- Cleanup
- Fixes stopping treating base player npcs like humans
- Add player support
- Add two seperate controls: one to decide off/on without globals/on with globals, another to control how much players are included in the lods: off/on only at far distances/on
Hemp colourblind variants.
merge from stoneframe_colliders_fix
merge from skinviewer_bg_fix
merge from ramp_deploy_fix
merge from buildingblock_overhangs_fix
merge from parentedwires_fix
Fixed ramps being blocked by a ramp up to 3m above them, even through a floor
Before: https://files.facepunch.com/Flavien/HBY2KuTgRqaGSCaS.png
After: https://files.facepunch.com/Flavien/Zn3TXA05xInRni5i.png
Ensure global map markers skip the LOD system
merge from skull_trophy_fixes
Fix all four skull trophy variants looking the same
Fix skull trophies never updating their visuals (whether a skull is inside or not, and nighttime visuals)
Improve colliders across all variants since they are different sizes, add glass phys material to the jar variants