121,151 Commits over 4,018 Days - 1.26cph!
Fixed construction collisions for al rustige eggs
Logic gates
Codelock files
Scene backup
Merge: from texttable_allocs
- Layout improvements and NRE fix for 0 rows
Tests: unit tests + running filtered status command to force 0 rows
Fix tiger population convar not working
Make panthers spawn naturally in the jungle
Bugfix: fix serializing of empty tables
- Added a test to check for it
Tests: unit tests + ran status with a name filter to exlude myself - table and json printed correctly
Delete panther static mesh model
Make panther a different prefab instead of a variant of the tiger
Setup panther corpse and ragdoll
Rebuild manifest
Clean: rename RowType -> ValueType
Tests: ran all unit tests
Update: Don't pad last column
Tests: ran unit tests
merge from Player_Seed_EyePositions
Move #pragma instructions from .cginc back to shader file to avoid confusing Unity.
updated backpack offsets for some weapons
Bugfix: Fix test table layout when there are not enough values compared to rows
- Added new unit tests to cover abnormal cases
Tests: ran unit tests
initial implementation of a grid-based hydraulic erosion system in the jobsystem
- super fast
- super wrong
- needs a lot more parameter/constant tuning to get good results, but it's functioning
Fixed spelling of re'ceive on teas
Fixed right eye being flipped upside down
reworked the layout and flow across the scafholds, planning where the overgrowth should play a role visually and for blocking traversal in some areas
Only use Update for environment volumes in the editor as they only need updated outside of playmode if their transform has changed
all gestures anims use v4RustPlayerMask
Updated missing skinsets with eyepositions
Added Second Water Treatment Tank Packed Mask Material
v4 holdtype anims use v4RustPlayerMask
Added New Water Treatment Tank Model and Pump Textures and Material
unarmed anims use v4RustPlayerMask
- Actually expose the temperature (makes it way easier to see whats going on)
- Can now run a beehive in the snow with enough heaters
Update: standardized WaterVolume usage across tests
- Also fixed a couple small bugs in rarely used water perf tests
Got a couple TODOs left to clean, and will start merging back to main
Tests: ran all tests
Missing status panel files
- Add a status panel so its easy to see if a beehive is producing or not producing honeycomb
- Wrote new inventory check full methods to double check partial stacks
- FIx a bunch of terribly timed inventory checks
Removed Old Water Treatment Tank Materials, Textures and Model
Created new cinematic.deployable with cinematic materials and swapping the deferred normals shader for the standard shader. Broken item deployable
Update: moved player caching to FinalizeTickParallel
Tests: ran unit tests and played back server staging demo twice - numbers match expected range
obsidian tool viewmodel and worldmodel
added .entity/.icon/.item/.projectile/.viewmodel/.worldmodel
hooked everything up
Rebalanced multiple and single bee swarm damage
Fixed environment volume server compile errors
Prevent bee damage (no matter what damage type it is) from bleeding
Further environment volume optimizations
Update: add an extra profiling scope
Tests: ran the perf test
override controller updates
Fsm end transitions now make entity skip to the front of the queue, to prevent situations where they are done with the current state and stay idle waiting to be ticked
For example if the server is struggling, a wolf may stay still for 1s after playing the hurt anim, this fixes that
This doesn't mean the AIs will cost more performance, it means that when if we can only tick 10 out of 100 wolves this frame (budget), we'll prioritize ticking the ones that have nothing to do
Better profiling of the fsm GetAncestry method (separate recursive calls to not mess up the time measuring)
merge from high_walls_skins