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121,151 Commits over 4,018 Days - 1.26cph!

51 Days Ago
Setup a scrolling diagonal material
51 Days Ago
Optim: use persistent allocs in GetWaterLevels - I need to properly clean those up at server shutdown, but I'll solve that later 1k waves perf test shows ~100micros savings and no allocs - 1.45ms vs old 1.55ms. This is final optim in the area for now, making us ~80% faster than vanilla managed code(8.6ms). Tests: ran unit tests
51 Days Ago
Merge from fix_texture_streaming_2: Replace assertion with just a warning
51 Days Ago
Replace assertion with just a warning
51 Days Ago
Fix spine deform not being applied during locomotion
51 Days Ago
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51 Days Ago
Optim: remove last managed loop that picks between dynamic waves and static water 1k test with waves shaves off ~0.25ms - 1.55ms vs previous 1.8ms Tests: ran unit tests
51 Days Ago
more head rotation during crocodile intimdate attack anim
51 Days Ago
Optim: gather coarse distances to shore via indirect batch 1k waves perf test shows another ~0.5ms shaved - from 2.3ms to 1.8ms Tests: ran unit tests
51 Days Ago
Optim: grab TerrainHeights via indirect batch 1k waves perf test used to take 3ms, now 2.3ms Tests: ran unit tests
51 Days Ago
Show range with a custom material. Use Graphics.DrawMesh rather than spawning an actual prefab. Cach property block, mesh and material stuff on the guide renderer
51 Days Ago
Merge from fix_texture_streaming_2: Assertions
51 Days Ago
Update: gathering OceanSim's water heights in indirect way - Also fixed the OceanSim's GetHeightsJobIndirect job as it works on world positions, not uvs This allows me to convert the rest of the logic to Burst jobs. Tests: ran unit tests
51 Days Ago
Cleanup access to texture streaming related variables to prevent accidentally waking up the streaming system when we don't want to. Also added some experimental assertions to make sure no textures are currently loading when texture streaming is enabled.
51 Days Ago
Moved the code into deploy guide renderer instead
51 Days Ago
fixed seam
51 Days Ago
- Update timing of zigzag attack - Fix rotation not being handle properly when using root motion tracking - Reduce senseless croc jaw snap spam
51 Days Ago
re exported crocodile intimidate attack anim
51 Days Ago
merge from main
51 Days Ago
Update: Bunch of utility Burst jobs for WaterLevel.GetWaterLevels outstanding jobification Tests: none, they are not plugged in
51 Days Ago
When placing a sprinkler, a sphere will now be visible indicating its range
51 Days Ago
Added 4K textures and materials for cinematics
51 Days Ago
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51 Days Ago
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51 Days Ago
Textures changed from silver to gold, tweaked animations, changed proportions, added icon and optimized textures for Rustige Egg G variant
51 Days Ago
- Fix crocodile jaw snap not doing damage - Fix crocodile doing nothing when the prey is very close and it's intimidating - Fix crocodile not looking at prey while intimidating
51 Days Ago
some more minor dirt adjustments
51 Days Ago
Make slashes cause smaller decals than blunt, cause that makes sense
51 Days Ago
Merge from camphysical_taa_support
51 Days Ago
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51 Days Ago
Added client check when checking for taa support to fix server compile errors
51 Days Ago
Blunt effects now support non uniform scaling (skew)
51 Days Ago
Added random rotation modifer to all bullet decals
51 Days Ago
Ensure all stab effects have rotation modifers on them
51 Days Ago
Merge from camphysical_taa_support
51 Days Ago
Fixed a few bees briefly escaping from the next jar after a grenade throw.
51 Days Ago
Further refinements to slash effects
51 Days Ago
Update: Use NativeArray for TerrainTexturing.ShoreVector storage of distances and vectors - Had to add an editor-only safety check for WaterCamera for a super rare exception Tests: Played procgen and Craggy in editor. Forced a bunch of domain reloads to validate WaterCamera doesn't break anymore
51 Days Ago
updated topology masks for jungle ruins, s2p ruins
51 Days Ago
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51 Days Ago
Fixed metal ore scale issues
51 Days Ago
exported crocodile static and run death anims and updated intimidate attack anim
51 Days Ago
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51 Days Ago
terrain topology radius samples run through burst job, even when called from other threads - 5000 size map without monuments, trains, roads takes 96s rather than 510s to generate, significant reduction in river layout and shore vector generation
51 Days Ago
updated croc ragdoll prefab to look less goofy.
51 Days Ago
Decouple look-at and spine-deform when enabling on a per animation basis (fix spine deform being disabled inadvertently)
51 Days Ago
Fix crocodile sampling water at their visual location instead of at the nav agent location, causing them to go under terrain - Decouple look-at and spine-deform when enabling on a per animation basis (this gets rid of issues where spine deform was inadvertently disabled)
51 Days Ago
Added TAA support to cam physical
51 Days Ago
- Fix crocodile diving instantly, dives at plausible speed - Fix crocodile spine procedural anim always being disabled
51 Days Ago
merge from fogmachine_optim